2002-03-05 21:20:06 +00:00
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ScummVM README
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2002-04-30 17:20:54 +00:00
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Last updated: 2002-05-01
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2002-04-28 08:59:33 +00:00
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Release version: 0.2.0 [CVS Build]
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2002-03-05 21:20:06 +00:00
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------------------------------------------------------------------------
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2001-10-09 14:30:12 +00:00
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2002-04-27 10:21:04 +00:00
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For more information, compatibility lists, details on donating, the latest
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2002-04-14 07:00:37 +00:00
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release, progress reports and more, please visit the ScummVM home page
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at: http://scummvm.sourceforge.net/
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2002-03-05 21:20:06 +00:00
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2002-04-27 10:21:04 +00:00
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2002-03-08 22:22:32 +00:00
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About:
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------
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ScummVM is an implementation of the SCUMM (Script Creation Utility for
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Maniac Mansion) engine used in various Lucas Arts games such as Monkey
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Island and Day of the Tentacle. At this time ScummVM should be considered
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2002-04-05 08:48:10 +00:00
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ALPHA software, as it's still under heavy development. Be aware that while
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many games will work with few major bugs, crashes can happen. Also note
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that saved games can, and probably will, be incompatible between releases.
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2002-03-08 22:22:32 +00:00
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2002-04-14 07:00:37 +00:00
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Also ScummVM is capable of playing several non-SCUMM games, at the moment
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this includes Simon The Sorcerer.
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2002-04-19 11:12:27 +00:00
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If you enjoy ScummVM feel free to donate using the PayPal button on the
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2002-04-30 17:20:54 +00:00
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ScummVM homepage. This will help us buy utilities needed to develop ScummVM
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easier and quicker. If you cannot donate, help and contribute a patch!
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2002-04-14 07:00:37 +00:00
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2002-04-30 17:20:54 +00:00
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Contacting:
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-----------
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The easiest way to contact the ScummVM team is by subitting bug reports or
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commenting in our forums. You can also join and e-mail the scummvm-devel
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mailing list, or chat with us on irc (#scummvm, irc.openprojects.net)
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2002-04-14 07:00:37 +00:00
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2002-03-08 22:22:32 +00:00
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Supported Games:
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----------------
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2001-10-09 14:30:12 +00:00
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2002-03-07 04:45:34 +00:00
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At the moment the following games have been reported to work, and should
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be playable to the end:
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2001-10-09 14:30:12 +00:00
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2002-04-14 07:00:37 +00:00
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Loom (256 color CD version) [Game: loomcd]
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Monkey Island 1 (CD version) [Game: monkey1]
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Monkey Island 2 [Game: monkey2]
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Indiana Jones And The Fate Of Atlantis [Game: atlantis]
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Day Of The Tentacle [Game: tentacle]
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Sam & Max [Game: samnmax]
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Simon The Sorcerer [Game: simon1dos or simon1win]
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2002-03-05 21:20:06 +00:00
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2002-04-25 04:12:18 +00:00
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The following games should load, but are not yet fully playable. Play these at
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your own risk, and please do not file bug reports about them. If you want
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2002-04-27 10:21:04 +00:00
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the latest updates on game compatibility, visit our web site and view the
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2002-04-15 21:37:15 +00:00
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compatibility chart.
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2002-03-05 21:20:06 +00:00
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2002-04-25 04:12:18 +00:00
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Monkey Island 1 (VGA floppy) [Game: monkeyvga]
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Zak McKraken (256 color FM Towns version) [Game: zak256]
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Indiana Jones and the Last Crusade (256 color) [Game: indy3]
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Full Throttle [Game: ft]
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The Dig [Game: dig]
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2002-03-05 21:20:06 +00:00
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2002-03-08 22:22:32 +00:00
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The following games are SCUMM engine, but NOT supported by ScummVM (yet).
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2002-04-27 10:21:04 +00:00
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Maniac Mansion
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Zak McKraken (16 color floppy version)
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2002-04-25 04:12:18 +00:00
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Monkey Island 1 (EGA, 16 color floppy version)
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Loom (16 color floppy version)
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Curse of Monkey Island
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2002-03-08 22:22:32 +00:00
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2002-03-05 21:20:06 +00:00
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Please be aware that the engine may contains bugs and non-implemented-
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2002-03-14 08:04:21 +00:00
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features that sometimes make it impossible to finish the game. Save often,
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2002-04-14 07:00:37 +00:00
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and please file a bug report (details on submitted bug reports are below)
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if you discover such a bug.
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2002-03-07 04:45:34 +00:00
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2002-04-27 10:21:04 +00:00
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2002-04-05 08:48:10 +00:00
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Supported Platforms:
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-------------------
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2002-04-05 08:48:10 +00:00
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ScummVM has been ported to run on many platforms and operating systems.
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Links to these ports can be found either on the ScummVM web page or by a
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2002-04-15 21:37:15 +00:00
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Google search. Many thanks to the effort of porters. If you have a port of
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ScummVM and wish to commit it into the main CVS, feel free to contact us!
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2002-04-27 10:21:04 +00:00
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Windows - SDL
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Windows CE - SDL (iPaq and other handheld devices)
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Linux - SDL/X11 (includes iPaq devices running Linux)
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Macintosh - SDL/CUSTOM (Including Classic and Mac OS X)
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AmigaOS - SDL/AGA
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MorphOS - SDL
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2002-04-17 11:20:55 +00:00
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BeOS - SDL
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2002-04-27 10:21:04 +00:00
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Acorn (RiscOS) - ???
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Dreamcast - ???
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2002-04-05 08:48:10 +00:00
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2002-03-07 04:45:34 +00:00
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Known Bugs:
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2002-03-08 22:22:32 +00:00
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-----------
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2002-04-14 07:00:37 +00:00
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2002-03-07 04:45:34 +00:00
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This release has the following known bugs. There is no need to report them,
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2002-04-14 07:00:37 +00:00
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although patches to fix them are welcome. If you discover a bug that is not
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2002-04-27 10:21:04 +00:00
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listed here, nor in the compatibility table on the web site, please see below.
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2002-03-07 04:45:34 +00:00
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2002-04-16 12:23:55 +00:00
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Indy 4 (Fate Of Atlantis):
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- Keyboard fighting does not work. ScummVM now defaults to
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using mouse fighting.
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2002-04-28 08:59:33 +00:00
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2002-04-16 12:23:55 +00:00
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Sam and Max:
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2002-03-07 04:45:34 +00:00
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- Subgames are not fully functional.
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2002-04-28 08:59:33 +00:00
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- The Wak-A-Rat game will appear to freeze at the end.
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However, it hasn't really. Just hit Escape and wait.
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- The intro credits will not play correctly if you let the
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previous cutscene run (the Mad Doctor scene).
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- The Mystery Vortex may hang the game if you hang around in
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the main room for too long. This is caused by a script race
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2002-04-06 04:36:49 +00:00
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Loom (256 Talkie):
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2002-04-16 12:23:55 +00:00
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- If you are having random crashes, this is a Windows bug.
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Try copying the data files from CD to your hard disk.
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2002-04-05 08:48:10 +00:00
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2002-04-28 08:59:33 +00:00
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- Bobbin may rarely appear to walk backwards.
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2002-04-14 07:00:37 +00:00
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2002-04-05 08:48:10 +00:00
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Reporting Bugs:
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---------------
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To report a bug, please create a SourceForge account and follow the bugs
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link from our homepage. Please make sure the bug is reproducible, and
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still exists in the latest daily build/current CVS version. Also check the
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compatibility listing for that game to ensure the issue is not already known.
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Please include the following information:
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- Game version (PLEASE test the latest CVS/Daily build)
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- Bug details, including instructions on reproducing
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- Language of game (English, German, etc)
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- Version of game (Talkie, Floppy...)
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- Platform and Compiler (Win32, Linux, etc)
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- Attach a save game if possible
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- If this bug only occurred recently, please note the last
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version without the bug, and the first version including
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the bug. That way we can fix it quicker by looking at the
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changes made.
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2002-04-15 13:28:57 +00:00
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2001-10-09 14:30:12 +00:00
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Compiling:
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2001-10-12 08:22:12 +00:00
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----------
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2002-04-27 10:21:04 +00:00
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You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and
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a supported compiler. Several compilers, including GCC, mingw and Microsoft
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Visual C++ are supported. If you wish to use MP3-compressed CD tracks or
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.SOU files, you will need to install the MAD library and define
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COMPRESSED_SOUND_FILE. Tools for compressing .SOU files to .SO3 files can be
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found in the 'tools' CVS module, or in the 'scummvm-tools' package.
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2001-10-09 14:30:12 +00:00
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2002-04-26 14:13:39 +00:00
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On Win9x/NT/XP you can define WIN_DBG and attach WinDbg to browse the debug
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messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
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2002-04-26 14:13:39 +00:00
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2002-04-27 10:21:04 +00:00
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GCC:
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* Type make (or gmake if that's what GNU make is called on your
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system) and hopefully ScummVM will compile for you.
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Microsoft Visual C++:
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* Open the workspace, scummwm.dsw
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* Enter the path to the SDL include files in Tools|Options|Directories
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* Now it should compile successfully.
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2002-04-17 11:20:55 +00:00
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BeOS:
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* Open the 'scummvm.proj' file in BeIDE. Compile as normal.
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2002-04-19 11:12:27 +00:00
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PocketPC - Windows CE:
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* Download the SDLAudio library:
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http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip
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* Open and compile the SDLAudio WCEBuild/WCEBuild workspace in EVC++
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* Open the ScummVM wince/PocketScumm workspace
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* Enter the SDLAudio directory to your includes path
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* Enter the compiled SDLAudio.lib to your link libraries list
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* Now it should compile successfully
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2001-10-09 14:30:12 +00:00
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Running:
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--------
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Before you run the engine, you need to put the game's datafiles in a
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directory. The filenames must be in lowercase on *nix systems
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(monkey2.000 and monkey2.001). If you use a game with speech, the file
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monster.sou must reside in the same directory as the datafiles.
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2002-04-19 11:12:27 +00:00
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For example, to run a copy of Monkey Island installed in C:\Games\LucasArts
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under Windows, you would make a shortcut calling this command:
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2002-03-08 22:22:32 +00:00
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C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
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2002-04-19 11:12:27 +00:00
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Or, if you have, for example, Full Throttle on CD, and your CD drive is D:,
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and you wish to disable subtitles and run in fullscreen:
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C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
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2002-04-27 16:58:29 +00:00
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Note that if you run the game once this way, and specify the -w commandline
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parameter (or edit scummvm.ini manually), ScummVM will remember the path,
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and other settings for this game.
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2002-03-05 21:20:06 +00:00
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The short game name you see at the end of the command line is very
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important. A short list is contained at the top of this file. You can also
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get the current list of games and game names at:
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http://scummvm.sourceforge.net/compatibility.php
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2002-04-14 07:04:10 +00:00
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For the adventurous, who like to live on the edge... you can download daily
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builds of Win32, Redhat, Debian and other packages here:
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Daily builds - http://scummvm.sourceforge.net/daily/
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2002-03-05 21:20:06 +00:00
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Command Line Options:
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---------------------
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2002-04-15 21:51:23 +00:00
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scummvm [OPTIONS] [GAME]
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[GAME] - Short name of game to load. E.g. monkey for Monkey Island.
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2002-04-27 16:58:29 +00:00
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-p<path> - Path to where the game is installed. Default is Cwd.
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-b<num> - Start in room <num>.
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-c<num> - Drive to play cd audio from. E.g., 0 is first drive.
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-s<num> - Set the sfx volume, 0-255. Default is '100'
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-m<num> - Set the music volume, 0-100. Default is '60'
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-t<num> - Set music tempo. Defaults: Adlib: 0x1F0000, Midi: 0x460000
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-e<mode> - Select sound engine. See below.
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-g<mode> - Select graphics scaler. See below.
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-f - Full-screen mode.
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-n - Disable subtitles. Use with games that have voice.
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-y - Set talk speed ('yak option'). Default is '60'
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-a - Enable amiga pal conversion, for playing Amiga versions
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-d[<num>] - Set debug verbosity to <num>
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-w[<file>] - Write configuration file
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-l<file> - Load alternate configration file (default: scummvm.ini)
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2002-04-27 10:21:04 +00:00
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2002-03-08 22:22:32 +00:00
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In game Hot Keys:
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-----------------
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Ctrl 0-9 and Shift 0-9 - load and save states.
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2002-05-04 00:08:22 +00:00
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Ctrl-Alt 1-7 - cycles between graphics filters
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Ctrl-z - quits
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Ctrl-f - runs in fast mode.
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Ctrl-d - starts the debugger.
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Ctrl-s - shows memory consumption.
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F5 - displays a save/load box.
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Space - pauses.
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Alt-Enter - toggles full screen/windowed
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2002-03-14 08:04:21 +00:00
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Graphics filters:
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-----------------
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ScummVM offers several anti-aliasing filters to attempt to improve visual
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2002-03-14 08:04:21 +00:00
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quality. These are the same filters used in many other emulators, such as
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MAME.
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They are:
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-gnormal - No filtering, original 320x200 resolution. Fastest.
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2002-04-15 21:51:23 +00:00
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-g2x - No filtering, double screen/window size to 640x480 (default)
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-g3x - No filtering, triple screen/window size to 800x600
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-g2xsai - 2xsai filtering, double screen/window size to 640x480
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-gsuper2xsai - Enhanced 2xsai filtering. 640x480 screen/window size
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-gsupereagle - Less blurry than 2xsai, but slower. Also 640x480
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2002-04-24 07:42:29 +00:00
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-gadvmame2x - 640x480 scaling. Doesn't rely on blurring like 2xSAI.
|
2002-03-14 08:04:21 +00:00
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|
2002-04-14 07:00:37 +00:00
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|
|
Note that filters are very slow when ScummVM is compiled in a debug
|
2002-04-27 10:21:04 +00:00
|
|
|
configuration without optimizations. And there is always a speed impact when
|
2002-04-15 21:37:15 +00:00
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|
using any form of anti-aliasing/linear filtering.
|
2002-03-14 08:04:21 +00:00
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|
2002-04-27 10:21:04 +00:00
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|
2002-04-27 04:31:25 +00:00
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|
|
Autosaves:
|
|
|
|
----------
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|
|
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|
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Because ScummVM is still a beta product, it -can- crash and/or hang
|
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|
occasionally. As such, every five minutes it will save a game in Slot 0.
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Savegames:
|
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|
----------
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|
Savegames are by default put in the current directory. You can use the
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|
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environment variable SCUMMVM_SAVEPATH to specify where to put save games.
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Don't forget the trailing directory separator. Also be aware that saved games
|
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|
can, and probably WILL, break between ScummVM releases.
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Bash Example:
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export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
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|
Windows example:
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set SCUMMVM_SAVEPATH=C:\saved_games\
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|
2002-03-14 08:04:21 +00:00
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|
|
Music and Sound:
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|
|
----------------
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|
|
By default, on most operating systems, ScummVM will automatically use ADLIB
|
2002-04-15 21:37:15 +00:00
|
|
|
emulation. However, some games do not include Adlib music - such as Sam and
|
2002-04-27 04:31:25 +00:00
|
|
|
Max. Note: MIDI may not be available on all operating systems or may need
|
|
|
|
manual configuration.
|
2002-03-14 08:04:21 +00:00
|
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|
|
If you ARE using MIDI, you have several different choices of output,
|
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|
|
depending on your operating system and configuration.
|
2002-04-15 20:15:03 +00:00
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|
2002-04-27 10:21:04 +00:00
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|
|
-eadlib - Uses internal Adlib Emulation (default)
|
2002-04-27 04:31:25 +00:00
|
|
|
-ewindows - Windows MIDI. Uses built-in sequencer, for Windows users
|
2002-04-30 17:20:54 +00:00
|
|
|
-eseq - Uses /dev/sequencer for MIDI, *nix users. See below.
|
2002-04-15 20:15:03 +00:00
|
|
|
-eqt - Quicktime sound, for Macintosh users.
|
2002-04-27 10:21:04 +00:00
|
|
|
-ecore - CoreAudio sound, for MacOS X users.
|
2002-04-27 04:31:25 +00:00
|
|
|
-eamidi - Uses the MorphOS MIDI system, for MorphOS users
|
2002-04-27 10:21:04 +00:00
|
|
|
-enull - Null output. Don't play any music.
|
|
|
|
|
2002-03-14 08:04:21 +00:00
|
|
|
|
|
|
|
Playing sound with Adlib emulation:
|
|
|
|
-----------------------------------
|
2002-04-14 07:00:37 +00:00
|
|
|
By default an Adlib card will be emulated and ScummVM will output the music
|
2002-04-15 21:37:15 +00:00
|
|
|
as sampled waves. This offers far superior performance to Timidity, however
|
2002-04-14 07:00:37 +00:00
|
|
|
does not work with some games such as Sam and Max.
|
2002-03-14 08:04:21 +00:00
|
|
|
|
2002-04-27 10:21:04 +00:00
|
|
|
|
2002-04-14 07:00:37 +00:00
|
|
|
Playing sound with MIDI:
|
|
|
|
------------------------
|
2002-04-15 21:37:15 +00:00
|
|
|
Use the appropriate -e<mode> command line option from the list above to
|
2002-04-27 10:21:04 +00:00
|
|
|
select your preferred MIDI device. For example, if you wish to use Windows
|
2002-04-15 21:37:15 +00:00
|
|
|
MIDI over the default Adlib Emulation, use the -ewindows option.
|
2002-03-14 08:04:21 +00:00
|
|
|
|
2002-04-27 10:21:04 +00:00
|
|
|
|
2002-03-14 08:04:21 +00:00
|
|
|
Playing sound with Sequencer:
|
|
|
|
-----------------------------
|
|
|
|
If your soundcard driver supports a sequencer, you may set the environment
|
|
|
|
variable "SCUMMVM_MIDI" to your sequencer device - eg, /dev/sequencer
|
|
|
|
|
2002-04-15 21:37:15 +00:00
|
|
|
Then start ScummVM with the parameter '-eseq'. This should work on several
|
|
|
|
cards, and may offer better performance and quality than Adlib emulation.
|
2002-03-14 08:04:21 +00:00
|
|
|
|
2002-04-15 21:37:15 +00:00
|
|
|
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
|
2002-04-30 17:20:54 +00:00
|
|
|
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:
|
2002-04-15 21:37:15 +00:00
|
|
|
|
2002-04-18 06:33:31 +00:00
|
|
|
lame -t -q 0 -b 96 --resample 22.05 track1.wav track1.mp3
|
2002-04-15 21:37:15 +00:00
|
|
|
|
2002-04-27 10:21:04 +00:00
|
|
|
|
2002-04-15 21:37:15 +00:00
|
|
|
Compressing MONSTER.SOU with MP3:.
|
|
|
|
---------------------------------
|
|
|
|
You need LAME, and our extract util from the tools dir 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 dir. You can safely remove the monter.sou file.
|
2002-03-14 08:04:21 +00:00
|
|
|
|
2002-04-27 10:21:04 +00:00
|
|
|
|
2002-04-11 17:19:16 +00:00
|
|
|
Coding style:
|
|
|
|
------------
|
|
|
|
For ScummVM coding, we use hugging braces, and two-space tab indents.
|
|
|
|
We occasionally run the following 'indent' parameters to ensure everything
|
|
|
|
is kept standard:
|
|
|
|
|
|
|
|
-br -bap -nbc -lp -ce -cdw -brs -nbad -nbc -npsl -nip -ts2 -ncs -nbs
|
|
|
|
-npcs -nbap -Tbyte -Tvoid -Tuint32 -Tuint8 -Tuint16 -Tint -Tint8
|
|
|
|
-Tint16 -Tint32 -TArrayHeader -TMemBlkHeader -TVerbSlot -TObjectData
|
|
|
|
-TImageHeader -TRoomHeader -TCodeHeader -TResHdr -TBompHeader
|
|
|
|
-TMidiChannelAdl -TGui -TScumm -TSoundEngine -TPart -TPlayer
|
|
|
|
|
|
|
|
|
2002-04-17 17:31:05 +00:00
|
|
|
Credits:
|
|
|
|
--------
|
|
|
|
The core ScummVM team:
|
2002-04-30 07:40:56 +00:00
|
|
|
Ludvig Strigeus - Original developer, lead developer 'simon' module
|
|
|
|
Vincent Hamm - Current lead developer, ScummVM
|
|
|
|
James Brown - Co-lead developer, ScummVM
|
|
|
|
Jeremy Newman - Webmaster
|
2002-04-17 17:31:05 +00:00
|
|
|
|
|
|
|
Porters:
|
2002-04-30 07:40:56 +00:00
|
|
|
Lionel Ulmer - X11/Linux port
|
|
|
|
Nicolas Bacca - PocketPC/WinCE port
|
|
|
|
Mutwin Kraus - Macintosh port
|
|
|
|
Max Horn - Macintosh port
|
|
|
|
Marcus Comstedt - DreamCast port
|
|
|
|
Ruediger Hanke - MorphOS port
|
2002-04-17 17:31:05 +00:00
|
|
|
|
|
|
|
Contributors:
|
2002-04-30 07:40:56 +00:00
|
|
|
Claudio Matsuoka - Daily builds (http://scummvm.sf.net/daily/)
|
|
|
|
Janne Huttunen - Zak256/Indy256/LoomCD actor mask support
|
|
|
|
Jeroen Janssen - Numerous readability and bugfix patches
|
|
|
|
Gregory Montoir - AdvanceMAME Scale-2X implementation
|
|
|
|
Mikesch Nepomuk - MI1 VGA Floppy patches.
|
|
|
|
Edward Rudd - Fixes for playing MP3 versions of MI1/Loom Audio
|
|
|
|
Daniel Schepler - Final MI1 CD music support
|
|
|
|
Tim 'realmz' - Initial MI1 CD music support
|
|
|
|
Jonathan 'khalek' - Expert weaver in the Loom
|
|
|
|
Nicolas Noble - Config file support
|
2002-04-30 19:08:03 +00:00
|
|
|
Pawel Kolodziejski - Added missing Dig SMUSH codecs
|
2002-05-05 01:54:06 +00:00
|
|
|
Felix Jakschitsc - His hard work on Zak256
|
2002-04-27 16:58:29 +00:00
|
|
|
|
2002-04-17 17:31:05 +00:00
|
|
|
And to all the contributors, users, and beta testers we've missed.
|
|
|
|
Thanks!
|
|
|
|
|
|
|
|
Special thanks to:
|
|
|
|
Jimmi Thogersen - For ScummRev, and much obscure code/documentation
|
|
|
|
Kevin Carnes - For Scumm16, the basis of ScummVM older gfx codecs
|
|
|
|
|
|
|
|
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!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
2002-03-05 21:20:06 +00:00
|
|
|
------------------------------------------------------------------------
|
2002-03-08 22:22:32 +00:00
|
|
|
Good Luck and Happy Adventuring!
|
2002-03-05 21:20:06 +00:00
|
|
|
The ScummVM team.
|
2002-03-08 22:22:32 +00:00
|
|
|
http://scummvm.sourceforge.net/
|
|
|
|
------------------------------------------------------------------------
|