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2124 lines
87 KiB
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2124 lines
87 KiB
Plaintext
ScummVM README
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Last updated: $Date$
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------------------------------------------------------------------------
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For more information, compatibility 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://www.scummvm.org/
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Table of Contents:
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------------------
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1.0) Introduction
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* 1.1 About ScummVM
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* 1.2 Quick start
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2.0) Contact
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* 2.1 Reporting Bugs
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3.0) Supported Games
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* 3.1 Copy Protection
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* 3.2 Commodore64 games notes
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* 3.3 Maniac Mansion NES notes
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* 3.4 Macintosh games notes
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* 3.5 Multi-CD games notes
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* 3.6 The Curse of Monkey Island notes
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* 3.7 Broken Sword games notes
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* 3.8 Beneath a Steel Sky notes
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* 3.9 Flight of the Amazon Queen notes
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* 3.10 Gobliiins notes
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* 3.11 Inherit the Earth: Quest for the Orb notes
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* 3.12 Simon the Sorcerer notes
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* 3.13 The Feeble Files notes
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* 3.14 The Legend of Kyrandia notes
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* 3.15 Sierra AGI games Predictive Input Dialog notes
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* 3.16 Mickey's Space Adventure notes
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* 3.17 Winnie the Pooh notes
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* 3.18 Troll's Tale notes
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* 3.19 Dragon History notes
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* 3.20 Known Problems
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4.0) Supported Platforms
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5.0) Running ScummVM
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* 5.1 Command Line Options
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* 5.2 Language Options
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* 5.3 Graphics Filters
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* 5.4 Global Menu
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* 5.5 Hotkeys
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6.0) Savegames
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* 6.1 Autosaves
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* 6.2 Converting savegames
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* 6.3 Viewing/Loading savegames from the command line
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7.0) Music and Sound
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* 7.1 AdLib emulation
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* 7.2 FluidSynth MIDI emulation
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* 7.3 MT-32 emulation
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* 7.4 MIDI emulation
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* 7.5 Native MIDI support
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* 7.6 UNIX native, ALSA and dmedia sequencer support
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* 7.7 TiMidity++ MIDI server support
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* 7.8 Using compressed audio files (MP3, Ogg Vorbis, Flac)
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* 7.9 Output sample rate
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8.0) Configuration Files
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9.0) Compiling
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1.0) Introduction:
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---- -------------
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1.1) About ScummVM:
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---- --------------
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ScummVM is a program which allows you to run certain classic graphical
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point-and-click adventure games, provided you already have their data
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files. The clever part about this: ScummVM just replaces the executables
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shipped with the game, allowing you to play them on systems for which
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they were never designed!
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Originally it was designed to run LucasArts' SCUMM games, such as Maniac
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Mansion, Monkey Island, Day of the Tentacle or Sam and Max. SCUMM stands
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for 'Script Creation Utility for Maniac Mansion', which was the first
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game for which LucasArts designed this system. And much later it gave
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its name to ScummVM ('VM' meaning Virtual Machine).
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Over time support for a lot of non-SCUMM games has been added, and
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ScummVM now also supports many of Sierra's AGI and SCI games (such as King's
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Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and
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2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword I and II, Flight of
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the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia series, many of
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Humongous Entertainment's children's SCUMM games (including Freddi Fish and
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Putt Putt games) and many more. You can find a full list with details on which
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adventures are supported and how well on the compatibility page. ScummVM is
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continually improving, so check back often.
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Among the systems on which you can play those games are regular desktop
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computers (running Windows, Linux, Mac OS X, ...), game consoles
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(Dreamcast, Nintendo DS & Wii, PS2, PSP, ...), smartphones (Android,
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iPhone, PocketPC, Symbian ...) and more.
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At this time ScummVM is still under heavy development. Be aware that
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whilst we attempt to make sure that many games can be completed with few
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major bugs, crashes can happen and we offer no warranty. That being said,
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some of the games have been supported for a long time and should work
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fine with any recent stable release. You can get a feeling of how well
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each game is working in ScummVM by looking at the compatibility page.
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Actually if you browse a bit around you might discover that ScummVM is
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even being used commercially to re-release some of the supported games on
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modern platforms. This shows that several companies are happy with the
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quality of the software and how well it can run some of the games.
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If you enjoy ScummVM feel free to donate using the PayPal button on the
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ScummVM homepage. This will help us buy utilities needed to develop
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ScummVM easier and quicker. If you cannot donate, help and contribute a
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patch!
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1.2) Quick start:
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---- ------------
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For the impatient among you, here is how to get ScummVM running in five
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simple steps.
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1. Download ScummVM from <http://www.scummvm.org/downloads.php> and
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install it.
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2. Create a directory on your hard drive and copy the game datafiles
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from the original media to this directory. Repeat this for every game
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you want to play.
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3. Start ScummVM, choose 'Add game', select the directory with the game
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datafiles (do not try to select the datafiles themselves!) and press
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'Choose'.
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4. A dialog should popup allowing you to configure various settings if
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you wish to (it should be just fine to leave everything at its default,
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though). Confirm the dialog.
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5. Select the game you want to play in the list, and press 'Start'.
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In the future, you should be able to directly skip to step 5, unless you
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want to add more games.
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Hint: If you want to add multiple games in one go, try pressing and
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holding the shift key before clicking 'Add game' -- its label will
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change to 'Mass Add' and if you press it, you are again asked to select
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a directory, only this time ScummVM will search through all
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subdirectoriess for supported games.
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2.0) Contact:
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---- --------
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The easiest way to contact the ScummVM team is by submitting bug reports
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(see section 2.1) or by using our forums at http://forums.scummvm.org .
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You can also join and e-mail the scummvm-devel mailing list, or chat
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with us on IRC (#scummvm on irc.freenode.net) Please do not ask us to
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support an unsupported game -- read the FAQ on our web site first.
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2.1) Reporting Bugs:
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---- ---------------
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To report a bug, please create a SourceForge account and follow the
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"Bug Tracker" link from our homepage. Please make sure the bug is
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reproducible, and still occurs in the latest SVN/Daily build version.
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Also check the known problems list (below) and the compatibility list
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on our website for that game, to ensure the issue is not already known:
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http://www.scummvm.org/compatibility_stable.php
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Please do not report bugs on games that are not listed as being
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completeable in the 'Supported Games' section, or compatibility list. We
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-know- those games have bugs.
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Please include the following information:
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- ScummVM version (PLEASE test the latest SVN/Daily build)
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- Bug details, including instructions on reproducing
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- Language of game (English, German, ...)
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- Version of game (talkie, floppy, ...)
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- Platform and Compiler (Win32, Linux, FreeBSD, ...)
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- Attach a savegame if possible
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- If this bug only occurred recently, please note the last version
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without the bug, and the first version including the bug. That way
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we can fix it quicker by looking at the changes made.
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Finally, please report each issue separately; do not file multiple issues
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on the same ticket. (Otherwise, it gets difficult to track the status of
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each individual bug).
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3.0) Supported Games:
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---- ----------------
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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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SCUMM Games by LucasArts:
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Maniac Mansion [maniac]
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Zak McKracken and the Alien Mindbenders [zak]
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Indiana Jones and the Last Crusade [indy3]
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Loom [loom]
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The Secret of Monkey Island [monkey]
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Monkey Island 2: LeChuck's Revenge [monkey2]
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Indiana Jones and the Fate of Atlantis [atlantis]
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Day of the Tentacle [tentacle]
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Sam & Max Hit the Road [samnmax]
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Full Throttle [ft]
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The Dig [dig]
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The Curse of Monkey Island [comi]
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AGI Games by Sierra:
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The Black Cauldron [bc]
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Gold Rush! [goldrush]
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King's Quest I [kq1]
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King's Quest II [kq2]
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King's Quest III [kq3]
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King's Quest IV [kq4]
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Leisure Suit Larry in the Land of the
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Lounge Lizards [lsl1]
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Mixed-Up Mother Goose [mixedup]
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Manhunter 1: New York [mh1]
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Manhunter 2: San Francisco [mh2]
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Police Quest I: In Pursuit of the Death
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Angel [pq1]
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Space Quest I: The Sarien Encounter [sq1]
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Space Quest II: Vohaul's Revenge [sq2]
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Fanmade Games [agi-fanmade]
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AGOS Games by Adventuresoft / Horrorsoft:
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Elvira - Mistress of the Dark [elvira1]
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Elvira II - The Jaws of Cerberus [elvira2]
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Waxworks [waxworks]
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Simon the Sorcerer 1 [simon1]
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Simon the Sorcerer 2 [simon2]
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Simon the Sorcerer's Puzzle Pack
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- Demon In My Pocket [dimp]
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Simon the Sorcerer's Puzzle Pack
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- Jumble [jumble]
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Simon the Sorcerer's Puzzle Pack
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- NoPatience [puzzle]
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Simon the Sorcerer's Puzzle Pack
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- Swampy Adventures [swampy]
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The Feeble Files [feeble]
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GOB Games by Coktel Vision:
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Bargon Attack [bargon]
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Gobliiins [gob1]
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Gobliins 2 [gob2]
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Goblins 3 [gob3]
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Lost in Time [lostintime]
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The Bizarre Adventures of Woodruff
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and the Schnibble [woodruff]
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Ween: The Prophecy [ween]
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MADE Games by Activision:
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Leather Goddesses of Phobos 2 [lgop2]
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Return to Zork [rtz]
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Rodney's Funscreen [rodney]
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The Manhole [manhole]
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Other Games:
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Beneath a Steel Sky [sky]
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Broken Sword: The Shadow of the Templars [sword1]
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Broken Sword II: The Smoking Mirror [sword2]
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Cruise for a Corpse [cruise]
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Discworld [dw]
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Discworld 2: Missing Presumed ...!? [dw2]
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Dragon History [draci]
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Drascula: The Vampire Strikes Back [drascula]
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Flight of the Amazon Queen [queen]
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Future Wars [fw]
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Inherit the Earth: Quest for the Orb [ite]
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Nippon Safes Inc. [nippon]
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The Legend of Kyrandia [kyra1]
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The Legend of Kyrandia: The Hand of Fate [kyra2]
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The Legend of Kyrandia: Malcolm's Revenge [kyra3]
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Touche: The Adventures of the Fifth
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Musketeer [touche]
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SCUMM Games by Humongous Entertainment:
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Backyard Baseball [baseball]
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Backyard Baseball 2001 [baseball2001]
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Backyard Football [football]
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Big Thinkers First Grade [thinker1]
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Big Thinkers Kindergarten [thinkerk]
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Blue's 123 Time Activities [Blues123Time]
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Blue's ABC Time Activities [BluesABCTime]
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Blue's Art Time Activities [arttime]
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Blue's Reading Time Activities [readtime]
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Fatty Bear's Birthday Surprise [fbear]
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Fatty Bear's Fun Pack [fbpack]
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Freddi Fish 1: The Case of the Missing
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Kelp Seeds [freddi]
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Freddi Fish 2: The Case of the Haunted
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Schoolhouse [freddi2]
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Freddi Fish 3: The Case of the Stolen
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Conch Shell [freddi3]
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Freddi Fish 4: The Case of the Hogfish
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Rustlers of Briny Gulch [freddi4]
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Freddi Fish 5: The Case of the Creature
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of Coral Cove [freddicove]
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Freddi Fish and Luther's Maze Madness [maze]
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Freddi Fish and Luther's Water Worries [water]
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Let's Explore the Airport with Buzzy [airport]
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Let's Explore the Farm with Buzzy [farm]
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Let's Explore the Jungle with Buzzy [jungle]
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Pajama Sam 1: No Need to Hide When It's
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Dark Outside [pajama]
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Pajama Sam 2: Thunder and Lightning
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Aren't so Frightening [pajama2]
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Pajama Sam 3: You Are What You Eat
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From Your Head to Your Feet [pajama3]
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Pajama Sam's Lost & Found [lost]
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Pajama Sam's Sock Works [socks]
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Putt-Putt Enters the Race [puttrace]
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Putt-Putt Goes to the Moon [puttmoon]
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Putt-Putt Joins the Circus [puttcircus]
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Putt-Putt Joins the Parade [puttputt]
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Putt-Putt Saves the Zoo [puttzoo]
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Putt-Putt Travels Through Time [putttime]
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Putt-Putt and Pep's Balloon-O-Rama [balloon]
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Putt-Putt and Pep's Dog on a Stick [dog]
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Putt-Putt & Fatty Bear's Activity Pack [activity]
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Putt-Putt's Fun Pack [funpack]
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SPY Fox 1: Dry Cereal [spyfox]
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SPY Fox 2: Some Assembly Required [spyfox2]
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SPY Fox 3: Operation Ozone [spyozon]
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SPY Fox in Cheese Chase [chase]
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SPY Fox in Hold the Mustard [mustard]
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The following games should load, but are not yet fully playable. Play
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these at your own risk, and please do not file bug reports about them.
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If you want the latest updates on game compatibility, visit our web site
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and view the compatibility chart.
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Backyard Baseball 2003 [baseball2003]
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Backyard Football 2002 [football2002]
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Backyard Soccer [soccer]
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Backyard Soccer MLS [soccermls]
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Backyard Soccer 2004 [soccer2004]
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Blue's Birthday Adventure [BluesBirthday]
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Blue's Treasure Hunt [BluesTreasureHunt]
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Pajama Sam: Games to Play on Any Day [pjgames]
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The following games are based on the SCUMM engine, but NOT supported
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by ScummVM (yet):
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Other Humongous Entertainment games
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Please be aware that the engines may contain bugs and unimplemented
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features that sometimes make it impossible to finish the game. Save
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often, and please file a bug report (instructions on submitting bug
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reports are above) if you encounter such a bug in a 'supported' game.
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3.1) Copy Protection:
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---- ----------------
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The ScummVM team does not condone piracy. However, there are cases where
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the game companies (such as LucasArts) themselves bundled 'cracked'
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executables with their games -- in these cases the data files still
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contain the copy protection scripts, but the interpreter bypasses them
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(similar to what an illegally cracked version might do, only that here
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the producer of the game did it). There is no way for us to tell the
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difference between legitimate and pirated data files, so for the games
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where we know that a cracked version of the original interpreter was
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sold at some point, ScummVM will always have to bypass the copy
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protection.
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In some cases ScummVM will still show the copy protection screen. Try
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entering any answer. Chances are that it will work.
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ScummVM will skip copy protection in the following games:
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* Maniac Mansion
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* Zak McKracken and the Alien Mindbenders
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* Loom (EGA)
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* The Secret of Monkey Island (VGA)
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* Monkey Island 2: LeChuck's Revenge
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* Beneath a Steel Sky
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-- bypassed with kind permission from Revolution Software.
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* Inherit the Earth: Quest for the Orb (Floppy version)
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-- bypassed with kind permission from Wyrmkeep Entertainment,
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since it was bypassed in all CD releases of the game.
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* Simon the Sorcerer 1 (Floppy version)
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* Simon the Sorcerer 2 (Floppy version)
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-- bypassed with kind permission from Adventure Soft,
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since it was bypassed in all CD releases of the game.
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* Waxworks
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3.2) Commodore64 games notes:
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---- ------------------------
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Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
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playable. Simply name the D64 disks "maniac1.d64" and "maniac2.d64"
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respectively "zak1.d64" and "zak2.d64", then ScummVM should be able to
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automatically detect the game if you point it at the right directory.
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Alternatively, you can use 'extract_mm_c64' from the tools package to
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extract the data files. But then the game will not be properly
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autodetected by ScummVM, and you must make sure that the platform is set
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to Commodore64. We recommend using the much simpler approach described
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in the previous paragraph.
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3.3) Maniac Mansion NES notes:
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---- -------------------------
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Supported versions are English GB (E), French (F), German (G), Italian (I),
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Swedish (SW) and English US (U). ScummVM requires just the PRG section
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to run and not the whole ROM.
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In order to get the game working, you will have to strip out the first
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16 bytes from the ROM you are trying to work with. Any hex editor will
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work as long as you are able to copy/paste. After you open the ROM with
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the hex editor, copy everything from the second row (17th byte) to the
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end. After you do this, paste it to a new hex file. Name the new file
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"Maniac Mansion (XX).prg" while XX stands for the version you are
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working with (E, F, G, I, SW, or U). The final size should be exactly
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262144 bytes.
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If you add the game manually make sure that the platform is set to NES.
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Most common mistakes which prevents the game from running:
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* Bad file
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* ROM extracted with the 0.7.0 tools
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* You try to feed ScummVM with the FULL ROM and not just the PRG
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section.
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It is also possible to extract the separate LFL files from the PRG
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section. To do so use the 'extract_mm_nes' utility from the tools
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package.
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3.4) Macintosh games notes:
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---- ----------------------
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All LucasArts SCUMM based adventures, except COMI, also exist in versions
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for the Macintosh. ScummVM can use most (all?) of them, however, in some
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cases some additional work is required. First off, if you are not using
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a Macintosh for this, accessing the CD/floppy data might be tricky. The
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reason for this is that the mac uses a special disk format called HFS
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which other systems usually do not support. However, there are various
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free tools which allow reading such HFS volumes. For example
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"HFVExplorer" for Windows and "hfsutils" for Linux and other Unix-like
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operating systems.
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Most of the newer games on the Macintosh shipped with only a single data
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file (note that in some cases this data file was made invisible, so you
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may need extra tools in order to copy it). ScummVM is able to directly
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use such a data file; simply point ScummVM at the directory containing
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it, and it should work (just like with every other supported game).
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We also provide a tool called 'extract_scumm_mac' in the tools package
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to extract the data from these data files, but this is neither required
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nor recommended.
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For further information on copying Macintosh game files to your hard
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disk see:
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http://wiki.scummvm.org/index.php/HOWTO-Mac_Games
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3.5) Multi-CD games notes:
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---- ---------------------
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In general, ScummVM does not deal very well with Multi-CD games. This is
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because ScummVM assumes everything about a game can be found in one
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directory. Even if ScummVM does make some provisions for asking the user
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to change CD, the original game executables usually installed a small
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number of files to the hard disk. Unless these files can be found on all
|
|
the CDs, ScummVM will be in trouble.
|
|
|
|
Fortunately, ScummVM has no problems running the games entirely from
|
|
hard disk, if you create a directory with the correct combination of
|
|
files. Usually, when a file appears on more than one CD you can pick
|
|
either of them.
|
|
|
|
|
|
3.6) The Curse of Monkey Island notes:
|
|
---- ---------------------------------
|
|
For this game, you will need the comi.la0, comi.la1 and comi.la2 files.
|
|
The comi.la0 file can be found on either CD, but since they are
|
|
identical it doesn't matter which one of them you use.
|
|
|
|
In addition, you will need to create a "resource" subdirectory
|
|
containing all of the files from -both- "resource" subdirectories on the
|
|
two CDs. Some of the files appear on both CDs, but again they're
|
|
identical.
|
|
|
|
|
|
3.7) Broken Sword games notes:
|
|
---- -------------------------
|
|
The instructions for the Broken Sword games are for the Sold-Out
|
|
Software versions, with each game on two CDs, since these were the
|
|
versions most easily available at the time ScummVM gained support for
|
|
them. Hopefully they are general enough to be useful to other releases
|
|
as well.
|
|
|
|
|
|
3.7.1) Broken Sword games cutscenes:
|
|
------ -----------------------------
|
|
The cutscenes for the Broken Sword games have a bit of a history (see
|
|
the next section, if you are interested), but in general all you need to
|
|
do is to copy the .SMK files from the "SMACKS" or "SMACKSHI" directories
|
|
on the CDs to the same directory as the other game data files. (Broken
|
|
Sword has a "SMACKSLO" directory with the same cutscenes, but these are
|
|
of lower quality.) You can put them in a subdirectory called "video" if
|
|
you find that neater.
|
|
|
|
Some re-releases of the games, as well as the PlayStation version, do
|
|
not have Smacker videos. Revolution Software has kindly allowed us to
|
|
provide re-encoded cutscenes for download on our website:
|
|
|
|
http://www.scummvm.org/downloads.php
|
|
|
|
These cutscenes are provided in DXA format with FLAC audio. Their
|
|
quality is equal to the original games due to the use of lossless
|
|
compression. Viewing these cutscenes requires a version of ScummVM
|
|
compiled with both FLAC and zlib support.
|
|
|
|
For systems that are too slow to handle the decoding of FLAC audio, the
|
|
audio for these cutscenes is also provided separately as OGG Vorbis
|
|
audio. Viewing these cutscenes with OGG Vorbis audio requires a version
|
|
of ScummVM compiled with both libVorbis and zlib support.
|
|
|
|
For Broken Sword, we also provide a subtitles add-on. Simply unpack it
|
|
and follow the instructions in its readme.txt file. (Broken Sword II
|
|
already has subtitles; no extra work is needed for them.)
|
|
|
|
|
|
3.7.2) Broken Sword games cutscenes, in retrospect
|
|
------ -------------------------------------------
|
|
The original releases of the Broken Sword games used RAD Game Tools's
|
|
Smacker(tm) format. As RAD was unwilling to open the older legacy
|
|
versions of this format to us, and had requested we not reverse engineer
|
|
it, an alternative solution had to be found.
|
|
|
|
In Broken Sword II, it was possible to play back the voice-over without
|
|
playing the video itself. This remained a fallback until ScummVM 1.0.0,
|
|
but was never the only solution for any stable release.
|
|
|
|
In ScummVM 0.6.0 we used MPEG, which provided a reasonable trade-off
|
|
between size and quality. In ScummVM 0.10.0 this was superceeded by DXA
|
|
(originally added for AdventureSoft's "The Feeble Files"). This gave us
|
|
a way of providing the cutscenes in the exact same quality as the
|
|
originals, at the cost of being larger.
|
|
|
|
Finally, in early 2006, the Smacker format was reverse engineered for
|
|
the FFmpeg project. Thanks to their hard work, ScummVM 1.0.0 now
|
|
supports the original cutscenes. At the same time, MPEG support was
|
|
dropped. From a technical standpoint, this was a good thing since
|
|
decoding MPEG movies added a lot of complexity, and they didn't look as
|
|
good as the Smacker and DXA versions anyway.
|
|
|
|
|
|
3.7.3) Broken Sword:
|
|
------ -------------
|
|
For this game, you will need all of the files from the clusters
|
|
directories on both CDs. For the Windows and Macintosh versions, you
|
|
will also need the speech.clu files from the speech directories, but
|
|
since they are not identical you will need to rename them speech1.clu
|
|
and speech2.clu for CD 1 and 2 respectively. The PlayStation version
|
|
requires the speech.tab, speech.dat, speech.lis, and speech.inf.
|
|
|
|
In addition, the Windows and Macintosh versions require a music
|
|
subdirectory with all of the files from the music subdirectories on
|
|
both CDs. Some of these files appear on both CDs, but in these cases
|
|
they are either identical or, in one case, so nearly identical that it
|
|
makes little difference. The PlayStation version requires tunes.dat and
|
|
tunes.tab.
|
|
|
|
|
|
3.7.4) Broken Sword II:
|
|
------ ----------------
|
|
For this game, you will need all of the files from the clusters
|
|
directories on both CDs. (Actually, a few of them may not be strictly
|
|
necessary, but the ones that I'm uncertain about are all fairly small.)
|
|
You will need to rename the speech.clu and music.clu files speech1.clu,
|
|
speech2.clu, music1.clu and music2.clu so that ScummVM can tell which
|
|
ones are from CD 1 and which ones are from CD 2. Any other files that
|
|
appear in both cluster directories are identical. Use whichever you
|
|
like.
|
|
|
|
In addition, you will need the cd.inf and, optionally, the startup.inf
|
|
files from the sword2 directory on CD 1.
|
|
|
|
|
|
3.8) Beneath a Steel Sky notes:
|
|
---- --------------------------
|
|
Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file to
|
|
run Beneath a Steel Sky.
|
|
|
|
This file is available on the 'Downloads' page of the ScummVM website.
|
|
You can place it in either the directory containing the other game data
|
|
files (SKY.DNR, SKY.DSK), in your extrapath, or in the directory where
|
|
your ScummVM executable resides.
|
|
|
|
|
|
3.9) Flight of the Amazon Queen notes:
|
|
---- ---------------------------------
|
|
In order to use a non-freeware version of Flight of the Amazon Queen
|
|
(from original CD), you will need to place the 'queen.tbl' file
|
|
(available from the 'Downloads' page on our website) in either the
|
|
directory containing the 'queen.1' game data file, in your extrapath, or
|
|
in the directory where your ScummVM executable resides.
|
|
|
|
Alternatively, you can use the 'compress_queen' tool from the tools
|
|
package to 'rebuild' your FOTAQ data file to include the table for that
|
|
specific version, and thus removing the run-time dependency on the
|
|
'queen.tbl' file. This tool also allows you to compress the speech and
|
|
sound effects with MP3, OGG or FLAC.
|
|
|
|
|
|
3.10) Gobliiins notes:
|
|
----- ----------------
|
|
The CD versions of the Gobliiins series contain one big audio track
|
|
which you need to rip (see the section on using compressed audio files)
|
|
and copy into the game directory if you want to have in-game music
|
|
without the CD in the drive all the time. The speech is also in that
|
|
track and its volume is therefore changed with the music volume control
|
|
as well.
|
|
|
|
|
|
3.11) Inherit the Earth: Quest for the Orb notes:
|
|
----- -------------------------------------------
|
|
In order to run the Mac OS X Wyrmkeep re-release of the game you will
|
|
need to copy over data from the CD to your hard disk. If you're on a PC
|
|
then consult:
|
|
|
|
http://wiki.scummvm.org/index.php/HOWTO-Mac_Games
|
|
|
|
Although it primarily talks about SCUMM games, it mentions the
|
|
"HFVExplorer" utility which you need to extract the files. Note that you
|
|
have to put the speech data "Inherit the Earth Voices" in the same
|
|
directory as the game data which is stored in:
|
|
|
|
Inherit the Earth.app/Contents/Resources
|
|
|
|
For the old Mac OS 9 release you need to copy the files in MacBinary
|
|
format, as they should include both resource and data forks. Copy all
|
|
'ITE *' files.
|
|
|
|
|
|
3.12) Simon the Sorcerer 1 and 2 notes:
|
|
----- ---------------------------------
|
|
If you have the dual version of Simon the Sorcerer 1 or 2 on CD, you
|
|
will find the Windows version in the main directory of the CD and the
|
|
DOS version in the DOS directory of the CD.
|
|
|
|
|
|
3.13) The Feeble Files notes:
|
|
----- -----------------------
|
|
If you have the Windows version of The Feeble Files, there are several
|
|
things to note.
|
|
|
|
Many of the files necessary for the game are stored in an InstallShield
|
|
file called data1.cab, which ScummVM is unable to unpack. You will need
|
|
to use the original installer or i5comp to unpack the contents of this
|
|
file. The i5comp decompression tool, can be found via a search on the
|
|
internet.
|
|
|
|
To use the speech files with ScummVM, they need to be renamed as follows:
|
|
Rename voices.wav on CD1 to voices1.wav
|
|
Rename voices.wav on CD2 to voices2.wav
|
|
Rename voices.wav on CD3 to voices3.wav
|
|
Rename voices.wav on CD4 to voices4.wav
|
|
|
|
|
|
3.14) The Legend of Kyrandia notes:
|
|
----- -----------------------------
|
|
To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat'
|
|
file, which can be found on the 'Downloads' page of the ScummVM website.
|
|
|
|
|
|
3.15) Sierra AGI games Predictive Input Dialog notes:
|
|
----- -----------------------------------------------
|
|
The Predictive Input Dialog is a ScummVM aid for running AGI engine
|
|
games (which notoriously require command line input) on devices with
|
|
limited keyboard support. In these situations, since typing with emulated
|
|
keyboards is quite tedious, commands can be entered quickly and easily
|
|
via the Predictive Input Dialog.
|
|
|
|
In order to enable predictive input in AGI games, you need to copy the
|
|
pred.dic file in the ScummVM extras directory or the directory of the
|
|
game you wish to play. This dictionary has been created by parsing
|
|
through all known AGI games and contains the maximum set of common
|
|
words.
|
|
|
|
If the dictionary is detected, the Predictive Input Dialog is displayed
|
|
either when you click on the command line area (wherever keyboard input
|
|
is required, even in dialog boxes), or in some ports by pressing a
|
|
designated hot key.
|
|
|
|
The predictive input dialog operates in three modes, switchable by the
|
|
(*)Pre/123/Abc button. The primary input method is the predictive mode
|
|
(Pre) which resembles the way "fast typing" is performed at phones. The
|
|
alphabet is divided into 9 sets which naturally map to the 9 number keys
|
|
of the numeric keypad (0 is space). To type in a word, you press once
|
|
the number of the set which contains the letter of the word you intend
|
|
to type, then move on to the next. For example, to type the command
|
|
'look', you should press 5665. As you gradually type the intended word's
|
|
numeric code, the dictionary is accessed for known words matching your
|
|
input up to that point. As you press more keys, the prediction converges
|
|
to the correct word. This is why the printed word may change
|
|
dramatically between key presses. There exist situations though where
|
|
more than one words share the same numeric representation. For example
|
|
the words 'quit' and 'suit' map to the same number, namely 7848. In
|
|
these cases the (#)next button lights up. By pressing it, you can cycle
|
|
through the list of words sharing the same code and finally accept the
|
|
correct one by pressing (0)space or the Ok button.
|
|
|
|
The second input method (123) is the numeric input: Each key you press
|
|
is entered verbatim as a number.
|
|
|
|
The third input method (Abc) is the Multi-tap Alpha input mode. This
|
|
mode is intended for entering free text, without assistance from the
|
|
dictionary scheme of predictive (Pre) mode. The text is entered one
|
|
letter at the time. For each letter first press the number of the set
|
|
which contains the letter you want, then use the (#)next button to cycle
|
|
through the letters and repeat with another number. For example, to
|
|
enter the word 'look' you must press the following: 5##6##6##5#
|
|
|
|
The dialog is fully usable with the mouse, but a few provisions have
|
|
been made in some ScummVM ports to make its use more comfortable by
|
|
naturally mapping the functionality to the numeric keypad. Also, the
|
|
dialog's buttons can be navigated with the arrow and the enter keys.
|
|
|
|
|
|
3.16) Mickey's Space Adventure notes:
|
|
----- -------------------------------
|
|
To run Mickey's Space Adventure under ScummVM, the original executable
|
|
of the game (mickey.exe) is needed together with the game's data files.
|
|
|
|
There is extensive mouse support for the game under ScummVM, even though
|
|
there wasn't any mouse support in the original game. Menu items can be
|
|
selected using the mouse, and it is possible to move to other locations
|
|
using the mouse as well. When the mouse cursor is hovered on the edges
|
|
of the screen, it changes color to red if it is possible to walk towards
|
|
that direction. The player can then simply click on the edges of the
|
|
game's screen to change location, similar to many adventure games, which
|
|
is simpler and more straightforward than moving around using the menu.
|
|
|
|
|
|
3.17) Winnie the Pooh notes:
|
|
----- ----------------------
|
|
It is possible to import saved games from the original interpreter of the
|
|
game into ScummVM.
|
|
|
|
There is extensive mouse support for the game under ScummVM, even though
|
|
there wasn't any mouse support in the original game. Menu items can be
|
|
selected using the mouse, and it is possible to move to other locations
|
|
using the mouse as well. When the mouse cursor is hovered on the edges
|
|
of the screen, it changes color to red if it is possible to walk towards
|
|
that direction. The player can then simply click on the edges of the
|
|
game's screen to change location, similar to many adventure games, which
|
|
is simpler and more straightforward than moving around using the menu.
|
|
|
|
|
|
3.18) Troll's Tale notes:
|
|
----- -------------------
|
|
The original game came in a PC booter disk, therefore it is necessary to
|
|
dump the contents of that disk in an image file and name it "troll.img"
|
|
to be able to play the game under ScummVM.
|
|
|
|
|
|
3.19) Dragon History notes:
|
|
----- ---------------------
|
|
There are 3 language variants of the game: Czech, English, and Polish.
|
|
Each of them is distributed in a separate archive. The only official
|
|
version is the Czech one, and the English and Polish ports have always
|
|
been work in progress and never officially released. Although all texts
|
|
are fully translated, it is known that some of them contain typos.
|
|
|
|
There exists an optional Czech dubbing for the game. For bandwidth
|
|
reasons, you can download it separately and then unpack it to the
|
|
directory of the game. You can listen to the Czech dubbing with all
|
|
language variants of the game, while reading the subtitles.
|
|
|
|
All game files and the walkthrough can be downloaded from
|
|
http://www.ucw.cz/draci-historie/index-en.html
|
|
|
|
|
|
3.20) Known Problems:
|
|
----- ---------------
|
|
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 list on the web
|
|
site, please see the section on reporting bugs.
|
|
|
|
CD Audio Games:
|
|
- When playing games that use CD Audio (FM-TOWNS games, Loom CD, etc)
|
|
users of Microsoft Windows 2000/XP may experience random crashes.
|
|
This is due to a long-standing Windows bug, resulting in corrupt
|
|
game files being read from the CD. Please copy the game data to
|
|
your hard disk to avoid this.
|
|
|
|
FM-TOWNS versions:
|
|
- The Kanji versions require the FM-TOWNS Font ROM
|
|
- ScummVM will crash randomly when using the FM-TOWNS Font ROM for
|
|
the Kanji versions of the following games:
|
|
The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge
|
|
and Indiana Jones and the Fate of Atlantis
|
|
|
|
Loom:
|
|
- Turning off the subtitles via the config file does not work reliably
|
|
as the Loom scripts automatically turn them on again
|
|
- MIDI support in the EGA version requires the Roland update from
|
|
LucasArts
|
|
- The PC-Engine Kanji version requires the system card rom
|
|
|
|
The Secret of Monkey Island:
|
|
- MIDI support in the EGA version requires the Roland update from
|
|
LucasArts
|
|
|
|
Beneath a Steel Sky:
|
|
- Amiga versions aren't supported
|
|
- Floppy demos aren't supported
|
|
- Not a bug: CD version is missing speech for some dialogs, this is
|
|
normal.
|
|
|
|
Elvira - Mistress of the Dark
|
|
- No music in the Atari ST version
|
|
|
|
Elvira II - The Jaws of Cerberus
|
|
- No music in the Atari ST version
|
|
- No sound effects in the PC version
|
|
- Palette issues in the Atari ST version
|
|
|
|
Inherit the Earth: Quest for the Orb
|
|
- Amiga versions aren't supported
|
|
|
|
Simon the Sorcerer 1:
|
|
- Subtitles aren't available in the English and German CD versions
|
|
as they are missing the majority of subtitles.
|
|
|
|
Simon the Sorcerer 2:
|
|
- Combined speech and subtitles will often cause speech to be
|
|
cut off early, this is a limitation of the original game.
|
|
- Only default language (English) of data files is supported
|
|
in Amiga and Macintosh versions.
|
|
|
|
Simon the Sorcerer's Puzzle Pack:
|
|
- No support for displaying, entering, loading or saving high scores.
|
|
- No support for displaying explanation, when clicking on items in
|
|
Swampy Adventures.
|
|
|
|
The Feeble Files:
|
|
- Subtitles are often incomplete, they were always disabled in the
|
|
original game.
|
|
|
|
The Legend of Kyrandia:
|
|
- No music or sound effects in the Macintosh floppy versions.
|
|
- Macintosh CD is using included DOS music and sound effects.
|
|
- PC-9821 version lacks support for sound effects.
|
|
|
|
Humongous Entertainment games:
|
|
- Only the original load and save interface can be used.
|
|
- No support for multiplayer or printing images
|
|
|
|
|
|
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 our porters for their efforts. If you have
|
|
a port of ScummVM and wish to commit it into the main SVN, feel free to
|
|
contact us!
|
|
|
|
Supported platforms include (but are not limited to):
|
|
|
|
UNIX (Linux, Solaris, IRIX, *BSD, ...)
|
|
Windows
|
|
Windows CE and Windows Mobile (including Smartphones and PocketPCs)
|
|
Mac OS X
|
|
AmigaOS
|
|
Android
|
|
BeOS
|
|
Dreamcast
|
|
GP2x
|
|
iPhone (also includes iPod Touch and iPad)
|
|
Maemo (Nokia Internet tablets 770, N800, N810, N900)
|
|
Nintendo 64
|
|
Nintendo DS
|
|
Nintendo Wii
|
|
OS/2
|
|
PlayStation 2
|
|
PlayStation Portable
|
|
Symbian
|
|
|
|
The Dreamcast port does not support The Curse of Monkey Island, nor The
|
|
Dig. The Nintendo DS port does not support Full Throttle, The Dig, or
|
|
The Curse of Monkey Island.
|
|
For more platform specific limitations, please refer to our Wiki:
|
|
http://wiki.scummvm.org/index.php/Platforms
|
|
|
|
In the Macintosh port, the right mouse button is emulated via Cmd-Click
|
|
(that is, you click the mouse button while holding the
|
|
Command/Apple/Propeller key).
|
|
|
|
There are unofficial ports to a variety of platforms, including the
|
|
PlayStation 3, Xbox, and Xbox 360. Please note that these are not made
|
|
by us, so we neither endorse nor can we support them. Use at your own
|
|
risk!
|
|
|
|
|
|
5.0) Running ScummVM:
|
|
---- ----------------
|
|
Please note that by default, ScummVM will save games in the directory it
|
|
is executed from, so you should refrain from running it from more than
|
|
one location. Further information, including how to specify a specific
|
|
save directory to avoid this issue, are in section 6.0.
|
|
|
|
ScummVM can be launched directly by running the executable. In this
|
|
case, the built-in launcher will activate. From this, you can add games
|
|
(click 'Add Game'), or launch games which have already been configured.
|
|
Games can also be added in mass quantities. By pressing shift + 'Add
|
|
Game' (Note that the image turns to 'Mass Add'), you can then specify a
|
|
directory to start in, and ScummVM will attempt to detect games in all
|
|
subdirectories of that directory.
|
|
|
|
ScummVM can also be launched into a game directly using Command Line
|
|
arguments -- see the next section.
|
|
|
|
|
|
5.1) Command Line Options:
|
|
---- ---------------------
|
|
|
|
Usage: scummvm [OPTIONS]... [GAME]
|
|
|
|
[GAME] Short name of game to load. For example, 'monkey'
|
|
for Monkey Island. This can be either a built-in
|
|
gameid, or a user configured target.
|
|
|
|
-v, --version Display ScummVM version information and exit
|
|
-h, --help Display a brief help text and exit
|
|
-z, --list-games Display list of supported games and exit
|
|
-t, --list-targets Display list of configured targets and exit
|
|
--list-saves=TARGET Display a list of savegames for the game (TARGET) specified
|
|
|
|
-c, --config=CONFIG Use alternate configuration file
|
|
-p, --path=PATH Path to where the game is installed
|
|
-x, --save-slot[=NUM] Savegame slot to load (default: autosave)
|
|
-f, --fullscreen Force full-screen mode
|
|
-F, --no-fullscreen Force windowed mode
|
|
-g, --gfx-mode=MODE Select graphics scaler (see also section 5.3)
|
|
--gui-theme=THEME Select GUI theme (default, modern, classic)
|
|
--themepath=PATH Path to where GUI themes are stored
|
|
--list-themes Display list of all usable GUI themes
|
|
-e, --music-driver=MODE Select music driver (see also section 7.0)
|
|
-q, --language=LANG Select language (see also section 5.2)
|
|
-m, --music-volume=NUM Set the music volume, 0-255 (default: 192)
|
|
-s, --sfx-volume=NUM Set the sfx volume, 0-255 (default: 192)
|
|
-r, --speech-volume=NUM Set the voice volume, 0-255 (default: 192)
|
|
--midi-gain=NUM Set the gain for MIDI playback, 0-1000 (default: 100)
|
|
(only supported by some MIDI drivers)
|
|
-n, --subtitles Enable subtitles (use with games that have voice)
|
|
-b, --boot-param=NUM Pass number to the boot script (boot param)
|
|
-d, --debuglevel=NUM Set debug verbosity level
|
|
--debugflags=FLAGS Enable engine specific debug flags
|
|
(separated by commas)
|
|
-u, --dump-scripts Enable script dumping if a directory called 'dumps'
|
|
exists in the current directory
|
|
|
|
--cdrom=NUM CD drive to play CD audio from (default: 0 = first
|
|
drive)
|
|
--joystick[=NUM] Enable joystick input (default: 0 = first joystick)
|
|
--platform=WORD Specify platform of game (allowed values: 2gs, 3do,
|
|
acorn, amiga, atari, c64, fmtowns, mac, nes, pc,
|
|
pce, segacd, windows)
|
|
--savepath=PATH Path to where savegames are stored
|
|
--extrapath=PATH Extra path to additional game data
|
|
--soundfont=FILE Select the SoundFont for MIDI playback (Only
|
|
supported by some MIDI drivers)
|
|
--multi-midi Enable combination of AdLib and native MIDI
|
|
--native-mt32 True Roland MT-32 (disable GM emulation)
|
|
--enable-gs Enable Roland GS mode for MIDI playback
|
|
--output-rate=RATE Select output sample rate in Hz (e.g. 22050)
|
|
--opl-driver=DRIVER Select AdLib (OPL) emulator (db, mame)
|
|
--aspect-ratio Enable aspect ratio correction
|
|
--render-mode=MODE Enable additional render modes (cga, ega, hercGreen,
|
|
hercAmber, amiga)
|
|
|
|
--alt-intro Use alternative intro for CD versions of Beneath a
|
|
Steel Sky and Flight of the Amazon Queen
|
|
--copy-protection Enable copy protection in games, when
|
|
ScummVM disables it by default.
|
|
--talkspeed=NUM Set talk delay for SCUMM games, or talk speed for
|
|
other games (default: 60)
|
|
--demo-mode Start demo mode of Maniac Mansion (Classic version)
|
|
--tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games
|
|
(default: 100)
|
|
|
|
|
|
The meaning of most long options (that is, those options starting with a
|
|
double-dash) can be inverted by prefixing them with "no-". For example,
|
|
--no-aspect-ratio will turn aspect ratio correction off. 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 specifies which game is started. It either corresponds to an
|
|
arbitrary user defined target (from the configuration file), or to a
|
|
built-in gameid. A brief list of the latter can be found in section 3.0.
|
|
|
|
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 enabled:
|
|
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 enabled:
|
|
/path/to/scummvm -f -n -p/cdrom/resource/ ft
|
|
|
|
|
|
5.2) Language options:
|
|
---- -----------------
|
|
ScummVM includes a language option for Maniac Mansion, Zak McKracken,
|
|
The Dig, The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword
|
|
and Simon the Sorcerer 1 and 2.
|
|
|
|
Note that with the exception of Beneath a Steel Sky, Broken Sword,
|
|
multilanguage versions of Goblins games and Nippon Safes Inc., using
|
|
this option does *not* change the language of the game (which usually is
|
|
hardcoded), but rather is only used to select the appropriate font (e.g.
|
|
for a German version of a game, one containing umlauts).
|
|
|
|
An exception are The Dig and The Curse of Monkey Island -- non-English
|
|
versions can be set to 'English.' This however only affects subtitles;
|
|
game speech will remain the same.
|
|
|
|
Maniac Mansion and Zak McKracken
|
|
en - English (default)
|
|
de - German
|
|
fr - French
|
|
it - Italian
|
|
es - Spanish
|
|
|
|
The Dig
|
|
jp - Japanese
|
|
zh - Chinese
|
|
kr - Korean
|
|
|
|
The 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
|
|
|
|
Broken Sword
|
|
en - English (default)
|
|
de - German
|
|
fr - French
|
|
it - Italian
|
|
es - Spanish
|
|
pt - Portuguese
|
|
cz - Czech
|
|
|
|
Simon the Sorcerer 1 and 2
|
|
en - English (default)
|
|
de - German
|
|
fr - French
|
|
it - Italian
|
|
es - Spanish
|
|
he - Hebrew
|
|
pl - Polish
|
|
ru - Russian
|
|
|
|
|
|
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. These filters take the original game graphics, and scale
|
|
it by a certain fixed factor (usually 2x or 3x) before displaying them
|
|
to you. So for example, if the game originally run at a resolution of
|
|
320x200 (typical for most of the SCUMM games), then using a filter with
|
|
scale factor 2x will effectively yield 640x400 graphics. Likewise with a
|
|
3x filter you will get 960x600.
|
|
|
|
They are:
|
|
1x - No filtering, no scaling. Fastest.
|
|
2x - No filtering, factor 2x (default for non 640x480 games).
|
|
3x - No filtering, factor 3x.
|
|
2xsai - 2xSAI filter, factor 2x.
|
|
super2xsai - Enhanced 2xSAI filtering, factor 2x.
|
|
supereagle - Less blurry than 2xSAI, but slower. Factor 2x.
|
|
advmame2x - Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
|
|
advmame3x - Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
|
|
hq2x - Very nice high quality filter but slow. Factor 2x.
|
|
hq3x - Very nice high quality filter but slow. Factor 3x.
|
|
tv2x - Interlace filter, tries to emulate a TV. Factor 2x.
|
|
dotmatrix - Dot matrix effect. Factor 2x.
|
|
|
|
To select a graphics filter, pass its name via the '-g' option to
|
|
scummvm, for example:
|
|
|
|
scummvm -gadvmame2x monkey2
|
|
|
|
Note #1: Not all backends support all (or even any) of the filters
|
|
listed above; some may support additional ones. The filters listed above
|
|
are those supported by 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 McKracken uses an original
|
|
resolution of 320x240, hence for this game scalers will scale to 640x480
|
|
or 960x720. Likewise, games that originally were using 640x480 (such as
|
|
Curse of Monkey Island or Broken Sword) will be scaled to 1280x960 and
|
|
1920x1440.
|
|
|
|
|
|
5.4) Global Menu:
|
|
---- ------------
|
|
The Global Menu is a general menu which is available to all of the game
|
|
engines by pressing Ctrl-F5. From this menu there are the following
|
|
buttons: Resume, Options, About, Return to Launcher, and Quit. Selecting
|
|
'Options' will display a dialog where basic audio settings, such as
|
|
volume levels, can be adjusted. Selecting 'Return to Launcher' will
|
|
close the current game and return the user back to the ScummVM Launcher,
|
|
where another game may be selected to play.
|
|
|
|
Note: Returning to the Launcher is not supported by all of the engines,
|
|
and the button will be disabled in the Global Menu if it is not
|
|
supported.
|
|
|
|
Engines which currently support returning to the Launcher are:
|
|
|
|
AGI
|
|
AGOS
|
|
CINE
|
|
DRACI
|
|
GOB
|
|
GROOVIE
|
|
KYRA
|
|
LURE
|
|
PARALLACTION
|
|
QUEEN
|
|
SAGA
|
|
SCUMM
|
|
SKY
|
|
SWORD1
|
|
SWORD2
|
|
TOUCHE
|
|
TUCKER
|
|
|
|
|
|
5.5) Hot Keys:
|
|
---- ---------
|
|
ScummVM supports various in-game hotkeys. They differ between SCUMM games and
|
|
other games.
|
|
|
|
Common:
|
|
Ctrl-F5 - Displays the Global Menu
|
|
Cmd-q - Quit (Mac OS X)
|
|
Ctrl-q - Quit (other unices including Linux)
|
|
Ctrl-z OR Alt-x - Quit (other platforms)
|
|
Ctrl-u - Mute all sounds
|
|
Ctrl-m - Toggle mouse capture
|
|
Ctrl-Alt 1-8 - Switch between graphics filters
|
|
Ctrl-Alt + and - - Increase/Decrease the scale factor
|
|
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
|
|
Alt-Enter - Toggles full screen/windowed
|
|
Alt-s - Make a screenshot (SDL backend only)
|
|
|
|
SCUMM:
|
|
Ctrl 0-9 and Alt 0-9 - Load and save game state
|
|
Ctrl-d - Starts the debugger
|
|
Ctrl-f - Toggle fast mode
|
|
Ctrl-g - Runs in really REALLY fast mode
|
|
Ctrl-t - Switch between 'Speech only',
|
|
'Speech and Subtitles' and 'Subtitles only'
|
|
Tilde (~) - Show/hide the debugging console
|
|
[ and ] - Music volume, down/up
|
|
- and + - Text speed, slower/faster
|
|
F5 - Displays a save/load box
|
|
Alt-F5 - Displays the original save/load box, if the
|
|
game has one. You can save and load games using
|
|
using this, however it is not intended for this
|
|
purpose, and may even crash ScummVM in some
|
|
games.
|
|
i - Displays IQ points (Indiana Jones and the Last
|
|
Crusade, and Indiana Jones and the Fate of
|
|
Atlantis)
|
|
Space - Pauses
|
|
Period (.) - Skips current line of text in some games
|
|
Enter - Simulate left mouse button press
|
|
Tab - Simulate right mouse button press
|
|
|
|
Beneath a Steel Sky:
|
|
Ctrl-d - Starts the debugger
|
|
Ctrl-f - Toggle fast mode
|
|
Ctrl-g - Runs in really REALLY fast mode
|
|
F5 - Displays a save/load box
|
|
Escape - Skips the game intro
|
|
Period (.) - Skips current line of text
|
|
|
|
Broken Sword:
|
|
F5 or Escape - Displays save/load box
|
|
|
|
Broken Sword II:
|
|
Ctrl-d - Starts the debugger
|
|
Ctrl-f - Toggle fast mode
|
|
p - Pauses
|
|
|
|
Dragon History:
|
|
F5 - Displays the Global Menu
|
|
left click - Walk, explore
|
|
right click - Use, talk
|
|
move mouse up, i - Inventory
|
|
move mouse down, m - Map
|
|
Escape - Skip the intro, exit map/inventory
|
|
any click - Skip the currently dubbed sentence
|
|
q - Quick walking on/off
|
|
|
|
Flight of the Amazon Queen:
|
|
Ctrl-d - Starts the debugger
|
|
Ctrl-f - Toggle fast mode
|
|
F1 - Use Journal (saving/loading)
|
|
F11 - Quicksave
|
|
F12 - Quickload
|
|
Escape - Skips cutscenes
|
|
Space - Skips current line of text
|
|
|
|
Future Wars
|
|
F1 - Examine
|
|
F2 - Take
|
|
F3 - Inventory
|
|
F4 - Use
|
|
F5 - Activate
|
|
F6 - Speak
|
|
F9 - "Activate" menu
|
|
F10 - "Use" menu
|
|
Escape - Bring on command menu
|
|
|
|
Nippon Safes
|
|
Ctrl-d - Starts the debugger
|
|
l - Load game
|
|
s - Save game
|
|
|
|
Simon the Sorcerer 1 and 2:
|
|
Ctrl 0-9 and Alt 0-9 - Load and save game state
|
|
Ctrl-d - Starts the debugger
|
|
Ctrl-f - Toggle fast mode
|
|
F1 - F3 - Text speed, faster - slower
|
|
F10 - Shows all characters and objects you can
|
|
interact with
|
|
Escape - Skip cutscenes
|
|
- and + - Music volume, down/up
|
|
m - Music on/off
|
|
s - Sound effects on/off
|
|
b - Background sounds on/off
|
|
[Simon the Sorcerer 2 only]
|
|
Pause - Pauses
|
|
t - Switch between speech and subtitles
|
|
v - Switch between subtitles only and
|
|
combined speech and subtitles
|
|
[Simon the Sorcerer 2 only]
|
|
|
|
Simon the Sorcerer's Puzzle Pack
|
|
Ctrl-d - Starts the debugger
|
|
Ctrl-f - Toggle fast mode
|
|
F12 - High speed mode on/off in Swampy Adventures
|
|
- and + - Music volume, down/up
|
|
m - Music on/off
|
|
s - Sound effects on/off
|
|
Pause - Pauses
|
|
|
|
The Feeble Files
|
|
Ctrl-d - Starts the debugger
|
|
Ctrl-f - Toggle fast mode
|
|
F7 - Switch characters
|
|
F9 - Hitbox names on/off
|
|
s - Sound effects on/off
|
|
Pause - Pauses
|
|
t - Switch between speech and subtitles
|
|
v - Switch between subtitles only and
|
|
combined speech and subtitles
|
|
|
|
The Legend of Kyrandia:
|
|
Ctrl 0-9 and Alt 0-9 - Load and save game state
|
|
Ctrl-d - Starts the debugger
|
|
|
|
TeenAgent
|
|
F5 - Displays the Global Menu
|
|
|
|
Touche: The Adventures of the Fifth Musketeer:
|
|
Ctrl-f - Toggle fast mode
|
|
F5 - Displays options
|
|
F9 - Turn fast walk mode on
|
|
F10 - Turn fast walk mode off
|
|
Escape - Quit
|
|
Space - Skips current line of text
|
|
t - Switch between 'Voice only',
|
|
'Voice and Text' and 'Text only'
|
|
|
|
Note that using Ctrl-f or Ctrl-g is not recommended: games can crash
|
|
when being run faster than their normal speed, as scripts will lose
|
|
synchronisation.
|
|
|
|
Note for WinCE users: Due to the limited keyboard input in most devices,
|
|
a small subset of these hot keys are supported via key remapping and/or
|
|
panel actions. Please consult the README-WinCE.txt file.
|
|
|
|
|
|
6.0) Savegames:
|
|
---- ----------
|
|
Savegames are by default put in the current directory on some platforms
|
|
and preset directories on others. You can specify the save in the
|
|
config file by setting the savepath parameter. See the example config
|
|
file later in this README.
|
|
|
|
The platforms that currently have a different default directory are:
|
|
Mac OS X: $HOME/Documents/ScummVM Savegames/
|
|
Other unices: $HOME/.scummvm/
|
|
|
|
|
|
6.1) Autosaves:
|
|
---- ----------
|
|
For some games, (namely "Beneath a Steel Sky", "Flight of the Amazon
|
|
Queen", all AGI games, and all SCUMM games), ScummVM will by default
|
|
automatically save the current state every five minutes (adjustable via
|
|
the "autosave_period" config setting). For the AGI and SCUMM engines, it
|
|
will save in Slot 0. For the SCUMM engine, this savestate can then be
|
|
loaded again via Ctrl-0, or the F5 menu.
|
|
|
|
|
|
6.2) Converting Savegames:
|
|
---- ---------------------
|
|
Using savegames from original versions, isn't supported by all game
|
|
engines. Only the following games, can use savegames from their original
|
|
versions.
|
|
|
|
Elvira 1
|
|
- Add 8 bytes (savegame name) to the start of the savegame file
|
|
- Rename the savegame to 'elvira1.xxx'
|
|
|
|
Elvira 2
|
|
- Add 8 bytes (savegame name) to the start of the savegame file
|
|
- Rename the savegame to 'elvira2-pc.xxx' (DOS version) or
|
|
'elvira2.xxx' (Other versions)
|
|
|
|
Waxworks
|
|
- Add 8 bytes (savegame name) to the start of the savegame file
|
|
- Rename the savegame to 'waxworks-pc.xxx' (DOS version) or
|
|
'waxworks.xxx' (Other versions)
|
|
|
|
Simon the Sorcerer 1
|
|
- Rename the savegame to 'simon1.xxx'
|
|
|
|
Simon the Sorcerer 2
|
|
- Rename the savegame to 'simon2.xxx'
|
|
|
|
The Feeble Files
|
|
- Rename the savegame to 'feeble.xxx'
|
|
|
|
Where 'xxx' is exact the saved game slot (ie 001) under ScummVM
|
|
|
|
|
|
6.3) Viewing/Loading savegames from the command line:
|
|
---- ------------------------------------------------
|
|
|
|
--list-saves:
|
|
|
|
This switch may be used to display a list of the current savegames
|
|
of the specified target game and their corresponding save slots.
|
|
|
|
Usage: --list-saves=[TARGET], where [TARGET] is the target game.
|
|
|
|
Engines which currently support --list-saves are:
|
|
|
|
AGI
|
|
AGOS
|
|
CINE
|
|
DRACI
|
|
GROOVIE
|
|
KYRA
|
|
LURE
|
|
PARALLACTION
|
|
QUEEN
|
|
SAGA
|
|
SCUMM
|
|
SKY
|
|
SWORD1
|
|
SWORD2
|
|
TINSEL
|
|
TOUCHE
|
|
TUCKER
|
|
|
|
--save-slot/-x:
|
|
|
|
This switch may be used to load a savegame directly from the command line.
|
|
|
|
Usage: --save-slot[SLOT] or -x[SLOT], where [SLOT] is the save slot number.
|
|
|
|
Engines which currently support --save-slot/-x are:
|
|
|
|
AGI
|
|
CINE
|
|
DRACI
|
|
GROOVIE
|
|
KYRA
|
|
LURE
|
|
PARALLACTION
|
|
QUEEN
|
|
SAGA
|
|
SCUMM
|
|
SKY
|
|
SWORD1
|
|
SWORD2
|
|
TINSEL
|
|
TOUCHE
|
|
|
|
|
|
7.0) Music and Sound:
|
|
---- ----------------
|
|
On most operating systems and for most games, ScummVM will by default
|
|
use AdLib emulation for music playback. MIDI may not be available on all
|
|
operating systems or may need manual configuration. If you want to use
|
|
MIDI, you have several different choices of output, depending on your
|
|
operating system and configuration.
|
|
|
|
null - Null output. Don't play any music.
|
|
|
|
adlib - Internal AdLib emulation (default)
|
|
fluidsynth - FluidSynth MIDI emulation
|
|
mt32 - Internal MT-32 emulation
|
|
pcjr - Internal PCjr emulation (only usable in SCUMM games)
|
|
pcspk - Internal PC Speaker emulation
|
|
towns - Internal FM-TOWNS YM2612 emulation
|
|
(only usable in SCUMM FM-TOWNS games)
|
|
|
|
alsa - Output using ALSA sequencer device. See below.
|
|
core - CoreAudio sound, for Mac OS X users.
|
|
coremidi - CoreMIDI sound, for Mac OS X users. Use only if you have
|
|
a hardware MIDI synthesizer.
|
|
seq - Use /dev/sequencer for MIDI, *nix users. See below.
|
|
timidity - Connect to TiMidity++ MIDI server. See below.
|
|
windows - Windows MIDI. Uses built-in sequencer, for Windows users
|
|
|
|
To select a sound driver, select it in the Launcher, or pass its name
|
|
via the '-e' option to scummvm, for example:
|
|
|
|
scummvm -eadlib 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 FluidSynth MIDI emulation:
|
|
---- ----------------------------------------------
|
|
If ScummVM was build with libfluidsynth support it will be able to play
|
|
MIDI music through the FluidSynth driver. You will have to specify a
|
|
SoundFont to use, however.
|
|
|
|
Since the default output volume from FluidSynth can be fairly low,
|
|
ScummVM will set the gain by default to get a stronger signal. This can
|
|
be further adjusted using the --midi-gain command-line option, or the
|
|
"midi_gain" config file setting.
|
|
|
|
The setting can take any value from 0 through 1000, with the default
|
|
being 100. (This corresponds to FluidSynth's gain settings of 0.0
|
|
through 10.0, which are presumably measured in decibel.)
|
|
|
|
NOTE: The processor requirements for FluidSynth can be fairly high in
|
|
some cases. A fast CPU is recommended.
|
|
|
|
|
|
7.3) Playing sound with MT-32 emulation:
|
|
---- -----------------------------------
|
|
Some games which contain MIDI music data also have improved tracks
|
|
designed for the MT-32 sound module. ScummVM can now emulate this
|
|
device, however you must provide original MT-32 ROMs to make it work:
|
|
|
|
MT32_PCM.ROM - IC21 (512KB)
|
|
MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise
|
|
|
|
Place these ROMs in the game directory, in your extrapath, or in the
|
|
directory where your ScummVM executable resides.
|
|
|
|
You don't need to specify --native-mt32 with this driver, as it
|
|
automatically gets turned on.
|
|
|
|
NOTE: The processor requirements for the emulator are quite high; a fast
|
|
CPU is strongly recommended.
|
|
|
|
|
|
7.4) Playing sound with MIDI emulation:
|
|
---- ----------------------------------
|
|
Some games (such as Sam & 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, FluidSynth MIDI emulation or MT-32
|
|
emulation using the -eadlib, -efluidsynth or -emt32 options
|
|
respectively. However, if you are capable of using native MIDI, we
|
|
recommend using one of the MIDI modes below for best sound.
|
|
|
|
|
|
7.5) 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.
|
|
|
|
|
|
7.5.1) Using MIDI options to customize Native MIDI output:
|
|
------ ---------------------------------------------------
|
|
ScummVM supports a variety of MIDI modes, depending on the capabilities
|
|
of your MIDI device.
|
|
|
|
If --native-mt32 is specified, ScummVM will treat your device as a real
|
|
MT-32. Because the instrument mappings and system exclusive commands of
|
|
the MT-32 vary from those of General MIDI devices, you should only
|
|
enable this option if you are using an actual Roland MT-32, LAPC-I,
|
|
CM-64, CM-32L, CM-500, or GS device with an MT-32 map.
|
|
|
|
If --enable-gs is specified, ScummVM will initialize your GS-compatible
|
|
device with settings that mimic the MT-32's reverb, (lack of) chorus,
|
|
pitch bend sensitivity, etc. If it is specified in conjunction with
|
|
--native-mt32, ScummVM will select the MT-32-compatible map and drumset
|
|
on your GS device. This setting works better than default GM or GS
|
|
emulation with games that do not have custom instrument mappings (Loom
|
|
and Monkey1). You should only specify both settings if you are using a
|
|
GS device that has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro,
|
|
SC-8820, SC-8850, etc. Please note that --enable-gs is automatically
|
|
disabled in both DOTT and Samnmax, since they use General MIDI natively.
|
|
|
|
If neither of the above settings is enabled, ScummVM will initialize
|
|
your device in General MIDI mode and use GM emulation in games with
|
|
MT-32 soundtracks.
|
|
|
|
Some games contain sound effects that are exclusive to the AdLib
|
|
soundtrack. For these games, you may wish to specify --multi-midi in
|
|
order to combine MIDI music with AdLib sound effects.
|
|
|
|
|
|
7.6) 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 -- for
|
|
example, to /dev/sequencer
|
|
|
|
If you have problems with not hearing audio in this configuration, you
|
|
may need to set the environment variable "SCUMMVM_MIDIPORT" 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.
|
|
|
|
|
|
7.6.1) Playing sound with ALSA sequencer: [UNIX ONLY]
|
|
------ ----------------------------------
|
|
If you have installed the ALSA driver with sequencer support, then you
|
|
may set the environment variable "SCUMMVM_PORT" or the config file
|
|
variable "alsa_port" to specify your sequencer port. If neither is set,
|
|
the default behavior is to try both "65:0" and "17:0".
|
|
|
|
Here is a brief guide on how to use the ALSA sequencer with your
|
|
soundcard. In all cases, to obtain a list of all the sequencer ports you
|
|
have, try the command "aconnect -o -l". This should give output similar
|
|
to:
|
|
|
|
client 14: 'Midi Through' [type=kernel]
|
|
0 'Midi Through Port-0'
|
|
client 16: 'SBLive! Value [CT4832]' [type=kernel]
|
|
0 'EMU10K1 MPU-401 (UART)'
|
|
client 17: 'Emu10k1 WaveTable' [type=kernel]
|
|
0 'Emu10k1 Port 0 '
|
|
1 'Emu10k1 Port 1 '
|
|
2 'Emu10k1 Port 2 '
|
|
3 'Emu10k1 Port 3 '
|
|
client 128: 'TiMidity' [type=user]
|
|
0 'TiMidity port 0 '
|
|
1 'TiMidity port 1 '
|
|
2 'TiMidity port 2 '
|
|
3 'TiMidity port 3 '
|
|
|
|
The most important bit here is that there are four WaveTable MIDI
|
|
outputs located at 17:0, 17:1, 17:2 and 17:3, and four TiMidity ports
|
|
located at 128:0, 128:1, 128:2 and 128:3.
|
|
|
|
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 17:0 /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 or asfxload software. Example:
|
|
|
|
sfxload /path/to/8mbgmsfx.sf2
|
|
|
|
If you don't have a MIDI capable soundcard, there are two options:
|
|
FluidSynth and TiMidity. We recommend FluidSynth, as on many systems
|
|
TiMidity will 'lag' behind music. This is very noticeable in
|
|
iMUSE-enabled games, which use fast and dynamic music transitions.
|
|
Running TiMidity as root will allow it to setup real time priority,
|
|
which may reduce music lag.
|
|
|
|
Asking TiMidity to become an ALSA sequencer:
|
|
|
|
timidity -iAqqq -B2,8 -Os1S -s 44100 &
|
|
|
|
(If you get distorted output with this setting, you can try dropping the
|
|
-B2,8 or changing the value.)
|
|
|
|
Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
|
|
|
|
fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
|
|
|
|
Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l'
|
|
command as described earlier in this section.
|
|
|
|
|
|
7.6.2) Playing sound with IRIX dmedia sequencer: [UNIX ONLY]
|
|
---- ------------------------------------------
|
|
If you are using IRIX and the dmedia driver with sequencer support, you
|
|
can set the environment variable "SCUMMVM_MIDIPORT" or the config file
|
|
variable "dmedia_port" to specify your sequencer port. The default is to
|
|
use the first port.
|
|
|
|
To get a list of configured midi interfaces on your system, run
|
|
"startmidi" without parameters. Example output:
|
|
|
|
2 MIDI interfaces configured:
|
|
Serial Port 2
|
|
Software Synth
|
|
|
|
In this example, you can configure ScummVM to use the "Software Synth"
|
|
instead of the default "Serial Port 2" by adding a line
|
|
|
|
dmedia_port=Software Synth
|
|
|
|
to your configuration file in the section [scummvm], or setting
|
|
SCUMMVM_PORT=Software Synth in your environment.
|
|
|
|
|
|
7.7) Using TiMidity++ MIDI server:
|
|
---- -----------------------------
|
|
If you system lacks any MIDI sequencer, but you still want better MIDI
|
|
quality than default AdLib emulation can offer, you can try the
|
|
TiMidity++ MIDI server. See http://timidity.sourceforge.net/ for
|
|
download and install instructions.
|
|
|
|
First, you need to start a daemon:
|
|
|
|
timidity -ir 7777
|
|
|
|
Now you can start scummvm and try selection TiMidity music output. By
|
|
default, it will connect to localhost:7777, but you can change host/port
|
|
via the "TIMIDITY_HOST" environment variable. You can also specify
|
|
a "device number" using the "SCUMMVM_MIDIPORT" environment variable.
|
|
|
|
|
|
7.8) Using compressed audio files
|
|
---- ----------------------------
|
|
|
|
7.8.0) 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 will need to rip the file from the
|
|
CD as a WAV file, then encode the MP3 files in constant bit rate. This
|
|
can be done with the following LAME command line:
|
|
|
|
lame -t -q 0 -b 96 track1.wav track1.mp3
|
|
|
|
|
|
7.8.1) 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 will need to rip
|
|
the files from the CD as a WAV file, then encode the vorbis files. 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 track1.wav
|
|
|
|
|
|
7.8.2) Using Flac files for CD audio:
|
|
------ ------------------------------------
|
|
Use flac or some other flac encoder to encode the audio tracks to files.
|
|
Name the files track1.flac track2.flac etc. In your filesystem only
|
|
allows three letter extensions, name the files track1.fla track2.fla
|
|
etc. ScummVM must be compiled with flac support to use this option. You
|
|
will need to rip the files from the CD as a WAV file, then encode the
|
|
flac files. This can be done with the following flac command line:
|
|
|
|
flac --best track1.wav
|
|
|
|
Remember that the quality is always the same, varying encoder options
|
|
will only affect the encoding time and resulting filesize.
|
|
|
|
|
|
7.8.3) Compressing MONSTER.SOU with MP3:
|
|
------ ---------------------------------
|
|
You need LAME, and our 'compress_scumm_sou' utility from the
|
|
scummvm-tools package to perform this task, and ScummVM must be compiled
|
|
with MAD support.
|
|
|
|
compress_scumm_sou monster.sou
|
|
|
|
Eventually you will have a much smaller monster.so3 file, copy this file
|
|
to your game directory. You can safely remove the monster.sou file.
|
|
|
|
|
|
7.8.4) Compressing MONSTER.SOU with Ogg Vorbis:
|
|
------ ----------------------------------------
|
|
As above, but ScummVM must be compiled with OGG support. Run:
|
|
|
|
compress_scumm_sou --vorbis monster.sou
|
|
|
|
This should produce a smaller monster.sog file, which you should copy to
|
|
your game directory. Ogg encoding may take a considerable longer amount
|
|
of time than MP3, so have a good book handy.
|
|
|
|
|
|
7.8.5) Compressing MONSTER.SOU with Flac:
|
|
------ ----------------------------------------
|
|
As above, but ScummVM must be compiled with Flac support. Run:
|
|
|
|
compress_scumm_sou --flac monster.sou
|
|
|
|
This should produce a smaller monster.sof file, which you should copy to
|
|
your game directory. Remember that the quality is always the same,
|
|
varying encoder options will only affect the encoding time and resulting
|
|
file size. Playing with the blocksize (-b <value>), has the biggest
|
|
impact on the resulting file size -- 1152 seems to be a good value for
|
|
those kind of soundfiles. Be sure to read the encoder documentation
|
|
before you use other values.
|
|
|
|
|
|
7.8.6) Compressing music/sfx/speech in AGOS games
|
|
------ -----------------------------------------------------------------
|
|
Use our 'compress_agos' utility from the scummvm-tools package to
|
|
perform this task. You can choose between multiple target formats, but
|
|
note that you can only use each if ScummVM was compiled with the
|
|
respective decoder support enabled.
|
|
|
|
compress_agos effects (For Acorn CD version of Simon 1)
|
|
compress_agos simon (For Acorn CD version of Simon 1)
|
|
compress_agos effects.voc (For DOS CD version of Simon 1)
|
|
compress_agos simon.voc (For DOS CD version of Simon 1)
|
|
compress_agos simon.wav (For Windows CD version of Simon 1)
|
|
compress_agos simon2.voc (For DOS CD version of Simon 2)
|
|
compress_agos simon2.wav (For Windows CD version of Simon 2)
|
|
compress_agos mac (For Macintosh version of Simon 2)
|
|
|
|
compress_agos voices1.wav (For Windows 2CD/4CD version of Feeble)
|
|
compress_agos voices2.wav (For Windows 2CD/4CD version of Feeble)
|
|
compress_agos voices3.wav (For Windows 4CD version of Feeble)
|
|
compress_agos voices4.wav (For Windows 4CD version of Feeble)
|
|
|
|
compress_agos Music (For Windows version of Puzzle Pack)
|
|
|
|
For Ogg Vorbis add --vorbis to the options, i.e.
|
|
|
|
compress_agos --vorbis
|
|
|
|
For Flac add --flac and optional parameters, i.e.
|
|
|
|
compress_agos --flac
|
|
|
|
Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy
|
|
this file to your game directory. You can safely remove the old file.
|
|
|
|
|
|
7.8.7) Compressing speech/music in Broken Sword
|
|
------ ----------------------------------------
|
|
The 'compress_sword1' tool from the scummvm-tools package can encode
|
|
music and speech to MP3 as well as Ogg Vorbis. The easiest way to encode
|
|
the files is simply copying the executable into your BS1 directory
|
|
(together with the lame encoder) and run it from there. This way, it
|
|
will automatically encode everything to MP3. Afterwards, you can
|
|
manually remove the SPEECH?.CLU files and the wave music files.
|
|
|
|
Running "compress_sword1 --vorbis" will compress the files using Ogg
|
|
Vorbis instead of MP3.
|
|
|
|
Running "compress_sword1 --flac" will compress the files using Flac
|
|
instead of MP3.
|
|
|
|
Use "compress_sword1 --help" to get a full list of the options.
|
|
|
|
|
|
7.8.8) Compressing speech/music in Broken Sword II
|
|
------ -------------------------------------------
|
|
Use our 'compress_sword2' utility from the scummvm-tools package to
|
|
perform this task. You can choose between multiple target formats, but
|
|
note that you can only use each if ScummVM was compiled with the
|
|
respective decoder support enabled.
|
|
|
|
compress_sword2 speech1.clu
|
|
compress_sword2 music1.clu
|
|
|
|
For Ogg Vorbis add --vorbis to the options, i.e.
|
|
|
|
compress_sword2 --vorbis
|
|
|
|
Eventually you will have a much smaller *.cl3 or *.clg file, copy this
|
|
file to your game directory. You can safely remove the old file.
|
|
|
|
It is possible to use Flac compression by adding the --flac option.
|
|
However, the resulting *.clf file will actually be larger than the
|
|
original.
|
|
|
|
Please note that compress_sword2 will only work with the four
|
|
speech/music files in Broken Sword II. It will not work with any of the
|
|
other *.clu files, nor will it work with the speech files from Broken
|
|
Sword.
|
|
|
|
|
|
7.9) Output sample rate:
|
|
---- -------------------
|
|
The output sample rate tells ScummVM how many sound samples to play per
|
|
channel per second. There is much that could be said on this subject,
|
|
but most of it would be irrelevant here. The short version is that for
|
|
most games 22050 Hz is fine, but in some cases 44100 Hz is preferable.
|
|
On extremely low-end systems you may want to use 11025 Hz, but it is
|
|
unlikely that you have to worry about that.
|
|
|
|
To elaborate, most of the sounds ScummVM has to play were sampled at
|
|
either 22050 Hz or 11025 Hz. Using a higher sample rate will not
|
|
magically improve the quality of these sounds. Hence, 22050 Hz is fine.
|
|
|
|
Some games use CD audio. If you use compressed files for this, they are
|
|
probably sampled at 44100 Hz, so for these games that may be a better
|
|
choice of sample rate.
|
|
|
|
When using the AdLib, FM Towns, PC Speaker or IBM PCjr music drivers,
|
|
ScummVM is responsible for generating the samples. Usually 22050 Hz will
|
|
be plenty for these, but there is at least one piece of AdLib music in
|
|
Beneath a Steel Sky that will sound a lot better at 44100 Hz.
|
|
|
|
Using frequencies in between is not recommended. For one thing, your
|
|
sound card may not support it. In theory, ScummVM should fall back on a
|
|
sensible frequency in that case, but don't count on it. More
|
|
importantly, ScummVM has to resample all sounds to its output frequency.
|
|
This is much easier to do well if the output frequency is a multiple of
|
|
the original frequency.
|
|
|
|
|
|
8.0) Configuration file:
|
|
---- -------------------
|
|
By default, the configuration file is saved in, and loaded from:
|
|
|
|
Windows Vista:
|
|
\Users\username\AppData\Roaming\ScummVM\scummvm.ini,
|
|
|
|
Windows 2000/XP:
|
|
\Documents and Settings\username\Application Data\ScummVM\scummvm.ini,
|
|
|
|
Windows NT4:
|
|
<windir>\Profiles\username\Application Data\ScummVM\scummvm.ini,
|
|
|
|
Windows 95/98/ME:
|
|
<windir>\scummvm.ini,
|
|
|
|
If an earlier version of ScummVM was installed under Windows, the
|
|
previous default location of '<windir>\scummvm.ini' will be kept.
|
|
|
|
Unix:
|
|
~/.scummvmrc
|
|
|
|
Mac OS X:
|
|
~/Library/Preferences/ScummVM Preferences
|
|
(here, ~ refers to your home directory)
|
|
|
|
Others:
|
|
scummvm.ini in the current directory
|
|
|
|
An example config file looks as follows:
|
|
|
|
[scummvm]
|
|
gfx_mode=supereagle
|
|
fullscreen=true
|
|
savepath=C:\saves\
|
|
|
|
[sky]
|
|
path=C:\games\SteelSky\
|
|
|
|
[germansky]
|
|
gameid=sky
|
|
language=de
|
|
path=C:\games\SteelSky\
|
|
description=Beneath a Steel Sky w/ German subtitles
|
|
|
|
[germandott]
|
|
gameid=tentacle
|
|
path=C:\german\tentacle\
|
|
description=German version of DOTT
|
|
|
|
[tentacle]
|
|
path=C:\tentacle\
|
|
subtitles=true
|
|
music_volume=40
|
|
sfx_volume=255
|
|
|
|
[loomcd]
|
|
cdrom=1
|
|
path=C:\loom\
|
|
talkspeed=5
|
|
savepath=C:\loom\saves\
|
|
|
|
[monkey2]
|
|
path=C:\amiga_mi2\
|
|
music_driver=windows
|
|
|
|
The following keywords are recognized:
|
|
|
|
path string The path to where a game's data files are
|
|
autosave_period number The seconds between autosaving (default: 300)
|
|
save_slot number The savegame number to load on startup.
|
|
savepath string 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, us, de, fr, it, pt, es,
|
|
jp, zh, kr, se, gb, hb, cz, ru)
|
|
speech_mute bool If true, speech is muted
|
|
subtitles bool Set to true to enable subtitles.
|
|
talkspeed number Text delay in SCUMM games, or text speed in
|
|
other games.
|
|
|
|
fullscreen bool Fullscreen mode
|
|
aspect_ratio bool Enable aspect ratio correction
|
|
gfx_mode string Graphics mode (normal, 2x, 3x, 2xsai,
|
|
super2xsai, supereagle, advmame2x, advmame3x,
|
|
hq2x, hq3x, tv2x, dotmatrix)
|
|
|
|
confirm_exit bool Ask for confirmation by the user before quitting
|
|
(SDL backend only).
|
|
cdrom number Number of CD-ROM unit to use for audio. If
|
|
negative, don't even try to access the CD-ROM.
|
|
joystick_num number Number of joystick device to use for input
|
|
music_driver string The music engine to use.
|
|
opl_driver string The AdLib (OPL) emulator to use.
|
|
output_rate number The output sample rate to use, in Hz. Sensible
|
|
values are 11025, 22050 and 44100.
|
|
alsa_port string Port to use for output when using the
|
|
ALSA music driver.
|
|
music_volume number The music volume setting (0-255)
|
|
multi_midi bool If true, enable combination AdLib and native
|
|
MIDI.
|
|
soundfont string The SoundFont to use for MIDI playback. (Only
|
|
supported by some MIDI drivers.)
|
|
native_mt32 bool If true, disable GM emulation and assume that
|
|
there is a true Roland MT-32 available.
|
|
enable_gs bool If true, enable Roland GS-specific features to
|
|
enhance GM emulation. If native_mt32 is also
|
|
true, the GS device will select an MT-32 map
|
|
to play the correct instruments.
|
|
sfx_volume number The sfx volume setting (0-255)
|
|
tempo number The music tempo (50-200) (default: 100)
|
|
speech_volume number The speech volume setting (0-255)
|
|
midi_gain number The MIDI gain (0-1000) (default: 100) (Only
|
|
supported by some MIDI drivers.)
|
|
|
|
copy_protection bool Enable copy protection in certain games, in those
|
|
cases where ScummVM disables it by default.
|
|
demo_mode bool Start demo in Maniac Mansion
|
|
alt_intro bool Use alternative intro for CD versions of
|
|
Beneath a Steel Sky and Flight of the Amazon
|
|
Queen
|
|
|
|
boot_param number Pass this number to the boot script
|
|
|
|
Broken Sword II adds the following non-standard keywords:
|
|
|
|
gfx_details number Graphics details setting (0-3)
|
|
music_mute bool If true, music is muted
|
|
object_labels bool If true, object labels are enabled
|
|
reverse_stereo bool If true, stereo channels are reversed
|
|
sfx_mute bool If true, sound effects are muted
|
|
|
|
Flight of the Amazon Queen adds the following non-standard keywords:
|
|
|
|
music_mute bool If true, music is muted
|
|
sfx_mute bool If true, sound effects are muted
|
|
|
|
Simon the Sorcerer 1 and 2 add the following non-standard keywords:
|
|
|
|
music_mute bool If true, music is muted
|
|
sfx_mute bool If true, sound effects are muted
|
|
|
|
The Legend of Kyrandia adds the following non-standard keyword:
|
|
|
|
walkspeed int The walk speed (0-4)
|
|
|
|
|
|
9.0) Compiling:
|
|
---- ----------
|
|
For an up-to-date overview on how to compile ScummVM for various
|
|
platforms, please consult our Wiki, in particular this page:
|
|
http://wiki.scummvm.org/index.php/Compiling_ScummVM
|
|
|
|
If you are compiling for Windows, Linux or Mac OS X, 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 recent versions of
|
|
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; likewise
|
|
you will need the appropriate libraries for Ogg Vorbis and FLAC
|
|
compressed sound. For MPEG2 support, libmpeg2 is required. For
|
|
compressed save states, zlib is required.
|
|
|
|
Some parts of ScummVM, particularly scalers, have highly optimized
|
|
versions written in assembler. If you wish to use this option, you will
|
|
need to install nasm assembler (see http://nasm.sf.net). Note, that
|
|
currently we have only x86 MMX optimized versions, and they will not
|
|
compile on other processors.
|
|
|
|
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 and MinGW32:
|
|
* Type "./configure"
|
|
* Type "make" (or "gmake", or "gnumake", depending on what GNU make is
|
|
called on your system) and hopefully ScummVM will compile for you.
|
|
* For more information refer to:
|
|
http://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC
|
|
respectively
|
|
http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW
|
|
|
|
Microsoft Visual C++ 6.0:
|
|
* Open the workspace file "scummwm.dsw" in the "dists\msvc6" directory.
|
|
* Enter the path to the needed libraries and includes in
|
|
"Tools|Options|Directories".
|
|
* Now it should compile successfully.
|
|
* For more information refer to:
|
|
http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
|
|
|
|
Microsoft Visual C++ 7.0/8.0:
|
|
* Open the solution file "scummwm.sln" in the "dists\msvc7"
|
|
respectively "dists\msvc8" directory.
|
|
* Enter the path to the needed libraries and includes in
|
|
Tools|Options|Projects|VC++ Directories".
|
|
* Now it should compile successfully.
|
|
* For more information refer to:
|
|
http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
|
|
|
|
Windows Mobile:
|
|
* Please refer to:
|
|
http://wiki.scummvm.org/index.php/Compiling_ScummVM/Windows_CE
|
|
|
|
Debian GNU/Linux:
|
|
* Install the packages 'build-essential', 'fakeroot', 'debhelper',
|
|
and 'libsdl1.2-dev' on your system.
|
|
* Install any of these packages (optional): 'libvorbis-dev' (for Ogg
|
|
Vorbis support), 'libasound2-dev' (for ALSA sequencer support),
|
|
'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed
|
|
saves support).
|
|
* 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.
|
|
* The SDL developer package for OS X available on the SDL web site is
|
|
_not_ suitable. Rather, you require a unix-style build of SDL. One
|
|
way to get that is to install SDL via Fink (http://fink.sf.net).
|
|
Alternatively you could compile SDL manually from source using its
|
|
unix build system (configure && make).
|
|
* Type "./configure" in the ScummVM directory.
|
|
* You can now type 'make' to create a command line binary.
|
|
* To get a version you can run from Finder, type 'make bundle' which
|
|
will create ScummVM.app (this only works out of the box if you
|
|
installed SDL into /sw (as happens if you are using Fink). If you
|
|
have installed SDL in another way, you will have to edit ports.mk).
|
|
* For more information refer to:
|
|
http://wiki.scummvm.org/index.php/Compiling_ScummVM/MacOS_X_Crosscompiling
|
|
|
|
AmigaOS 4 (Cross-compiling with Cygwin):
|
|
* Make sure that you have SDL installed, you may also need
|
|
libogg, libvorbis, libvorbisfile, zlib, libmad.
|
|
* Type ./configure --host=ppc-amigaos
|
|
* If you got an error about sdl-config, use --with-sdl-prefix
|
|
parameter to set the path.
|
|
* Check 'config.mk' file and if everything seems to be fine:
|
|
* Run 'make'.
|
|
* Cross-compiling with Linux may be as easy.
|
|
|
|
iPhone:
|
|
* Please refer to:
|
|
http://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone
|
|
|
|
Maemo:
|
|
* Get Scratchbox environment with Maemo 2.2 rootstrap (2.2 is for 770 and up)
|
|
* Install libmad, Tremor, FLAC, libmpeg2 from source
|
|
* patch scummvm source (some stuff is currently too dirty to be in svn directly)
|
|
patch -p1 < backends/platform/maemo/scummvm-[currentversion]-maemo.patch
|
|
* update debian/changelog
|
|
* run 'fakeroot dpkg-buildpackage -b -d'
|
|
|
|
------------------------------------------------------------------------
|
|
Good Luck and Happy Adventuring!
|
|
The ScummVM team.
|
|
http://www.scummvm.org/
|
|
------------------------------------------------------------------------
|