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2002-03-05 21:03:32 +00:00
dc Generally recognize LFL games... 2002-02-27 18:32:53 +00:00
debian Fixed invalid debian control file 2002-01-25 18:01:27 +00:00
sound Remove some testing stuff. 2002-03-05 17:36:09 +00:00
wince converted internal representation of palette from 6-bit to 8-bit 2001-12-11 13:34:15 +00:00
actor.cpp Fixed struct RoomHeader for v7 implementation 2002-03-05 20:13:47 +00:00
akos.cpp Code cleanup - get rid of a bunch of typecast and unused variable warnings. 2002-02-24 17:25:03 +00:00
boxes.cpp Fixed some boxes issues. Matrix is still buggy 2002-02-22 16:06:09 +00:00
copying.txt Initial revision 2001-10-09 14:30:12 +00:00
costume.cpp Fixed a buggy test that caused troubles with costumes in games after zak 2002-02-21 23:59:07 +00:00
debug.cpp Code cleanup - get rid of a bunch of typecast and unused variable warnings. 2002-02-24 17:25:03 +00:00
debugrl.cpp Merged Tom Dunstan's debugger readline patch. Define 2001-11-19 00:04:34 +00:00
debugrl.h Merged Tom Dunstan's debugger readline patch. Define 2001-11-19 00:04:34 +00:00
gfx.cpp Code cleanup - get rid of a bunch of typecast and unused variable warnings. 2002-02-24 17:25:03 +00:00
gui.cpp Code cleanup - get rid of a bunch of typecast and unused variable warnings. 2002-02-24 17:25:03 +00:00
gui.h Added newline at end of file to fix gcc warnings. 2002-02-02 19:07:32 +00:00
Makefile Changed the scummVar system to a dynamic one. Started to remove all the reference to FULL_TROTTLE define. 2002-02-23 23:23:28 +00:00
Makefile.mingw Add vars.cpp to Makefile.mingw 2002-02-24 00:23:26 +00:00
object.cpp Fixed struct ImageHeader for v7 implementation 2002-03-05 21:03:32 +00:00
readme.txt added SCUMMVM_SAVEPATH environment variable that specifies where savegames are stored. 2002-02-03 16:38:29 +00:00
resource.cpp LoomCD fix. Thanks khalek. 2002-03-02 12:21:06 +00:00
saveload.cpp Fixed Indy4's necklace bug. Indy4 is now finishable 2002-03-03 22:14:47 +00:00
script_v1.cpp Code cleanup - get rid of a bunch of typecast and unused variable warnings. 2002-02-24 17:25:03 +00:00
script_v2.cpp Fixed struct RoomHeader for v7 implementation 2002-03-05 20:13:47 +00:00
script.cpp A few more hacks to make Sam run faster - fixes the Gator Golf crash. 2002-03-05 15:29:54 +00:00
scumm.h Fixed struct ImageHeader for v7 implementation 2002-03-05 21:03:32 +00:00
scummsys.h Add vars.c to the Visual C workspace. 2002-02-24 16:23:44 +00:00
scummvm.6 Merged David Given's debian control files. 2001-11-19 11:37:38 +00:00
scummvm.cpp Fixed struct RoomHeader for v7 implementation 2002-03-05 20:13:47 +00:00
scummvm.dsp Add vars.c to the Visual C workspace. 2002-02-24 16:23:44 +00:00
scummvm.dsw Initial revision 2001-10-09 14:30:12 +00:00
scummvm.spec Added RPM specfile. 2001-11-20 01:49:27 +00:00
sdl.cpp Code cleanup - get rid of a bunch of typecast and unused variable warnings. 2002-02-24 17:25:03 +00:00
sound.cpp Fixed the actor crash bug properly. NOTE: This -will- break ALL saved games 2002-03-05 16:13:09 +00:00
sound.h fixed to compile on unix 2001-12-01 17:25:36 +00:00
stdafx.cpp Initial revision 2001-10-09 14:30:12 +00:00
stdafx.h Added ability for ports to override all includes in stdafx.h. To use this feature 2001-11-20 07:13:01 +00:00
string.cpp Code cleanup - get rid of a bunch of typecast and unused variable warnings. 2002-02-24 17:25:03 +00:00
sys.cpp define NEED_STRDUP on systems that don't have strdup 2002-01-23 17:26:01 +00:00
vars.cpp Changed the scummVar system to a dynamic one. Started to remove all the reference to FULL_TROTTLE define. 2002-02-23 23:23:28 +00:00
verbs.cpp Fixed struct ImageHeader for v7 implementation 2002-03-05 21:03:32 +00:00
whatsnew.txt updated for version 0.1.0 2002-01-13 19:49:26 +00:00
windows.cpp Some temporary changes. New debug command 'b' draws walkboxes on the screen. 2002-02-19 18:04:21 +00:00
x11.cpp Added 'x11.cpp' file used on my iPAQ to remove the SDL dependency. 2002-02-23 17:39:46 +00:00

2002-02-03

ScummVM is an implementation of the SCUMM engine used in various Lucas Arts games
such as Monkey Island and Day of the Tentacle.

At the moment the following games have been reported to work:
Monkey Island 1 (CD version)
Monkey Island 2
Indiana Jones And The Fate Of Atlantis
Day Of The Tentacle
Sam & Max (partially)

Please be aware that the engine may contains bugs and non-implemented-features that
sometimes make it impossible to finish the game.

Compiling:
----------
You need SDL-1.2.2 (maybe older versions will work), and a supported compiler. At
the moment only GCC and Microsoft Visual C++ are supported.

GCC:
----
* Type make (or gmake if that's what GNU make is called on your system) and
hopefully ScummVM will compile for you.

Microsoft Visual C++:
---------------------
* Open the workspace, scummwm.dsw
* If you want to compile the GDI version, remove sdl.cpp from the project and add windows.cpp.
  for the SDL version, remove windows.cpp from the project and add sdl.cpp.
* Enter the path to the SDL include files in Tools|Options|Directories
* Now it should compile successfully.


Running:
--------
Before you run the engine, you need to put the game's datafiles in the same directory as the scummvm executable. The filenames must be in lowercase (monkey2.000 and monkey2.001).

If you use a game with speech, the file monster.sou must reside in the same directory as scummvm.

You can use Ctrl 0-9 and Shift 0-9 to load and save states.
Ctrl-z quits, and Ctrl-f runs in fast mode.
Ctrl-d starts the debugger.
Ctrl-s shows memory consumption.
F5 displays a save/load box.
Space pauses.
Alt-Enter toggles full screen (on unix)

Savegames:
----------
Savegames are by default put in the current directory. You can use the environment variable SCUMMVM_SAVEPATH to specify where to put save games. Don't forget the trailing directory separator.
Bash Example:
export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/

Playing sound with Timidity:
----------------------------
Start Timidity with the following command line :

$ timidity -irv 7777

Then just start ScummVM and you should have sound.
In order to use timidity, you need to compile ScummVM with USE_TIMIDITY.

If you compile ScummVM with the USE_ADLIB flag, an Adlib card will be emulated and ScummVM will output the music as sampled waves. (doesn't work with Sam&Max)

Good Luck,
The ScummVM team.