2002-03-05 21:20:06 +00:00
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ScummVM README
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2002-04-15 20:15:03 +00:00
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Last updated: 2002-04-15
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2002-04-14 07:00:37 +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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2002-04-14 07:00:37 +00:00
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For more information, compatability lists, details on donating, the latest
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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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2002-03-08 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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2002-04-14 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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If you enjoy ScummVM feel free to donates using the PayPal button on the
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ScummVM homepage.
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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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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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2002-04-05 08:48:10 +00:00
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The following games should load, but are not yet fully playable. If you want
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2002-04-15 21:37:15 +00:00
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the latest updates on game compatibility, visit our website and view the
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compatibility chart.
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2002-03-14 08:04:21 +00:00
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Zak McKraken (256 color FM Towns version)
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Indiana Jones and the Last Crusade (256 color version)
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Full Throttle
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The Dig
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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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Maniac Mansion
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Zak McKraken (16 color floppy version)
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Monkey Island (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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2002-03-05 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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features that sometimes make it impossible to finish the game. Save often,
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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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Supported Platforms:
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-------------------
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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 webpage or by a
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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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Windows - SDL/GDI
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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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Acorn (RiscOS) - ???
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BeOS - ???
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Dreamcast - ???
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Known Bugs:
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-----------
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This release has the following known bugs. There is no need to report them,
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although patches to fix them are welcome. If you discover a bug that is not
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listed here, nor in the compatibility table on the website, please see below.
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Sam and Max:
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- Subgames are not fully functional.
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- Game may freeze if you look at the Dragon Heart, or trip
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an alarm, at Bumpusville
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- Some overlap may occur in graphics, expecially the intro
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- Music does not work in adlib mode, use midi
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2002-04-06 04:36:49 +00:00
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Loom (256 Talkie):
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- CD music and voices are not always syncronised
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2002-04-11 15:11:56 +00:00
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- Actor masks are not yet used - actors will always appear
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'on top' of everything.
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- Some voices may be skipped altogether
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- Staff notes draw incorrectly
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- Copy data files from CD to harddisk. Windows (XP at least)
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cannot correctly access data from a volume playing music.
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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 occured 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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2001-10-09 14:30:12 +00:00
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Compiling:
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----------
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2002-04-14 07:00:37 +00:00
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You need SDL-1.2.2 (older versions may work, but are unsupported), and a
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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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2002-03-08 22:22:32 +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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* If you want to compile the GDI version, remove sdl.cpp from the
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project and add windows.cpp. for the SDL version, remove
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windows.cpp from the project and add sdl.cpp.
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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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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 scummvm.
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You can either place the scummvm executable in directory in your path,
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or place it one dir up from the games install dir.
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Here is a good example installation directory structure.
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<root>/Games/LucasArts/
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+-- scummvm
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+-- momkey/
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+-- samnmax/
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In this installation, <root> is either C: for Windows user, or /usr/
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for *nix systems. To run Monkey Island from this install as a Windows user
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you would make a shortcut with this command:
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C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
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Or, if you have, for example, Full Throttle on CD, and you 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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The short game name you see at the end of the command line is very
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important. You can get the current list of games and game names at:
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http://scummvm.sourceforge.net/compatibility.php
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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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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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-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. Default is '2031616'
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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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-r - Enable Roland conversion. Try if music sounds incorrect.
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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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Ctrl-Alt 0-4 - cycles between filter modes
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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 (on *nix only)
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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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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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-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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Note that filters are very slow when ScummVM is compiled in a debug
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configuration without optimisations. And there is always a speed impact when
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using any form of anti-aliasing/linear filtering.
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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
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emulation. However, some games do not include Adlib music - such as Sam and
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Max. Note: MIDI may not be available on all operating systems or may need manual
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configuration.
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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.
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-eadlib - Uses internal Adlib Emulation (default)
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-ewindows - Windows MIDI. Uses built-in sequencer. Only on Windows
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-etimidity - Uses Timidity for music. Requires Timidity.
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-eseq - Uses /dev/sequencer for MIDI. *nix only.
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-eqt - Quicktime sound, for Macintosh users.
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-eamidi - Uses the MorphOS MIDI system. MorphOS only.
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-enull - Null output. Don't play any music.
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Playing sound with Adlib emulation:
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-----------------------------------
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By default an Adlib card will be emulated and ScummVM will output the music
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as sampled waves. This offers far superior performance to Timidity, however
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does not work with some games such as Sam and Max.
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Playing sound with MIDI:
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------------------------
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Use the appropriate -e<mode> command line option from the list above to
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select your prefered MIDI device. For example, if you wish to use Windows
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MIDI over the default Adlib Emulation, use the -ewindows option.
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Playing sound with Sequencer:
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-----------------------------
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If your soundcard driver supports a sequencer, you may set the environment
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variable "SCUMMVM_MIDI" to your sequencer device - eg, /dev/sequencer
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2002-04-15 21:37:15 +00:00
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Then start ScummVM with the parameter '-eseq'. This should work on several
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cards, and may offer better performance and quality than Adlib emulation.
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Playing music with Timidity:
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----------------------------
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Start Timidity with the following command line :
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$ timidity -irv 7777
|
2002-04-15 21:37:15 +00:00
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Then start ScummVM with the parameter '-etimidity'. However, Timidity is not
|
2002-04-14 07:00:37 +00:00
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designed to cope with the rapid changes most iMUSE equipped games use - so
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its use over Adlib emulation or sequencer support is not recommended.
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2002-04-15 21:37:15 +00:00
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Using MP3 files for CD audio:
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-----------------------------
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Use LAME or some other mp3 encoder to rip the cd audio tracks to files. Name
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the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
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to use this option. You'll need to rip the file from the CD as a WAV file, then
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encode the MP3 files with the following LAME command line:
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lame -h -t -q 0 --vbr-new -V 9 -b 24 -B 32 --resample 22.05 track1.wav track1.mp3
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Compressing MONSTER.SOU with MP3:.
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---------------------------------
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You need LAME, and our extract util from the tools dir to perform this task,
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and ScummVM must be compiled with MAD support.
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Make a backup file of your MONSTER.SOU before attempting this. Copy your
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MONSTER.SOU file to a temporary folder. Then run:
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extract monster.sou
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In about 30 minutes or so, you will have a much smaller monster.so3 file, copy
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this file to your game dir. You can safely remove the monter.sou file.
|
2002-03-14 08:04:21 +00:00
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|
2002-02-03 16:38:29 +00:00
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|
Savegames:
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|
----------
|
2002-03-05 21:20:06 +00:00
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Savegames are by default put in the current directory. You can use the
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environment variable SCUMMVM_SAVEPATH to specify where to put save games.
|
2002-04-05 08:48:10 +00:00
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Don't forget the trailing directory separator. Also be aware that saved games
|
|
|
|
can, and probably WILL, break between ScummVM releases.
|
2002-03-05 21:20:06 +00:00
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|
2002-02-03 16:38:29 +00:00
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|
Bash Example:
|
2002-03-07 04:45:34 +00:00
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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\
|
2001-11-19 00:23:52 +00:00
|
|
|
|
2002-02-03 16:38:29 +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:
|
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|
|
|
|
|
|
-br -bap -nbc -lp -ce -cdw -brs -nbad -nbc -npsl -nip -ts2 -ncs -nbs
|
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|
|
-npcs -nbap -Tbyte -Tvoid -Tuint32 -Tuint8 -Tuint16 -Tint -Tint8
|
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|
|
-Tint16 -Tint32 -TArrayHeader -TMemBlkHeader -TVerbSlot -TObjectData
|
|
|
|
-TImageHeader -TRoomHeader -TCodeHeader -TResHdr -TBompHeader
|
|
|
|
-TMidiChannelAdl -TGui -TScumm -TSoundEngine -TPart -TPlayer
|
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|
|
|
|
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|
|
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/
|
|
|
|
------------------------------------------------------------------------
|