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https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk ........ r33490 | thebluegr | 2008-08-01 16:03:20 +0200 (Fri, 01 Aug 2008) | 2 lines Added load confirmation dialog for IHNM, like in the original. Fixes bug #1971699 - "IHNM: No Load Game Confirmation" ........ r33492 | thebluegr | 2008-08-01 16:27:40 +0200 (Fri, 01 Aug 2008) | 1 line Fixed crash on exit from commit #32742 - the memory leak was only in IHNM, not ITE (in ITE, the 4 sprite lists are actually one) ........ r33495 | fingolfin | 2008-08-01 18:31:40 +0200 (Fri, 01 Aug 2008) | 1 line Print a warning if unsupported XMIDI controllers are used ........ r33496 | fingolfin | 2008-08-01 18:33:22 +0200 (Fri, 01 Aug 2008) | 1 line Moved Ludde & yaz0r to a new credits section, retired project leaders ........ r33509 | peres001 | 2008-08-02 04:24:36 +0200 (Sat, 02 Aug 2008) | 2 lines * Added a preprocessor to deal with the crappy location scripts in BRA. * Added some comments on how the parser and related code should be changed to make things smoother. ........ r33510 | peres001 | 2008-08-02 04:26:09 +0200 (Sat, 02 Aug 2008) | 1 line Removed debug code I forgot a long time ago ;) ........ r33511 | peres001 | 2008-08-02 04:43:05 +0200 (Sat, 02 Aug 2008) | 1 line Fixed issues detected by DrMcCoy's obnoxious compiler. ;) ........ r33512 | peres001 | 2008-08-02 05:19:45 +0200 (Sat, 02 Aug 2008) | 2 lines * Increasing max number of allowed token on one line. * Increasing buffer size to match old parser. ........ r33518 | lordhoto | 2008-08-02 13:40:09 +0200 (Sat, 02 Aug 2008) | 2 lines Fix for bug #2035459 "KYRA1: long savegame names cause garbage". ........ r33519 | lordhoto | 2008-08-02 13:57:06 +0200 (Sat, 02 Aug 2008) | 2 lines Proper fix for bug #2035459 "KYRA1: long savegame names cause garbage". ........ r33522 | lordhoto | 2008-08-02 16:32:05 +0200 (Sat, 02 Aug 2008) | 2 lines Fixed regressions in kyra1 amiga. ........ r33523 | athrxx | 2008-08-02 16:35:38 +0200 (Sat, 02 Aug 2008) | 1 line HOF: bug fix for FM-Towns music when using output rates other than 22050 khz ........ r33524 | lordhoto | 2008-08-02 16:35:43 +0200 (Sat, 02 Aug 2008) | 2 lines Add warning when a voc file is not found. ........ r33525 | Kirben | 2008-08-02 16:37:10 +0200 (Sat, 02 Aug 2008) | 1 line Detect both HOF non-interactive demos. ........ r33526 | lordhoto | 2008-08-02 16:42:44 +0200 (Sat, 02 Aug 2008) | 2 lines Fixed yet another crash in kyra1 amiga. ........ r33527 | lordhoto | 2008-08-02 17:05:19 +0200 (Sat, 02 Aug 2008) | 2 lines Added a member function loadSoundFile to Sound which accepts a filename string instead of a filename list id. ........ r33529 | buddha_ | 2008-08-02 17:47:25 +0200 (Sat, 02 Aug 2008) | 7 lines - Combined loadAbs and loadResource into one function. - Made resource loading functions (loadSpl, loadMsk etc) return the number of the animDataTable entry right after the loaded data. - Made resource loading functions always load multiframe data into directly sequential animDataTable entries (Hopefully this won't break anything). ........ r33530 | buddha_ | 2008-08-02 17:59:38 +0200 (Sat, 02 Aug 2008) | 3 lines Made loadResourcesFromSave internally use the loadResource-function. Fixes Operation Stealth savegame loading! HURRAH! FINALLY! ........ r33537 | sev | 2008-08-02 23:05:46 +0200 (Sat, 02 Aug 2008) | 2 lines Fix crash when drascula.dat file is missing ........ r33541 | sev | 2008-08-02 23:22:05 +0200 (Sat, 02 Aug 2008) | 2 lines Fix bug #2007170: "DRASCULA: No Spaces in SaveGames Names" ........ r33544 | sev | 2008-08-02 23:36:08 +0200 (Sat, 02 Aug 2008) | 2 lines Fix bug #2023727: "MONKEY2: Misplaced Text" ........ r33546 | sev | 2008-08-02 23:57:35 +0200 (Sat, 02 Aug 2008) | 2 lines Fix bug #1879606: "MANIACNES: Crash when game ends" ........ r33550 | fingolfin | 2008-08-03 00:32:32 +0200 (Sun, 03 Aug 2008) | 1 line Fix for bug #1972625 'ALL: On-the-fly targets are written to the config file' ........ r33552 | sev | 2008-08-03 00:51:53 +0200 (Sun, 03 Aug 2008) | 3 lines Fix for bug #1945335: "SCUMM: Invalid charset id can be stored". Regressions possible. ........ r33553 | fingolfin | 2008-08-03 01:01:14 +0200 (Sun, 03 Aug 2008) | 1 line Renamed Tinsel v1->v0 (used in the demo only), and v2->v1, to avoid confusion with DW2 ........ r33554 | sev | 2008-08-03 01:05:38 +0200 (Sun, 03 Aug 2008) | 2 lines Fix bug #2035390: "GUI: setting game id to "scummvm" messes up list" ........ r33556 | athrxx | 2008-08-03 01:11:31 +0200 (Sun, 03 Aug 2008) | 1 line add non-interactive lol demo ........ r33558 | eriktorbjorn | 2008-08-03 09:40:04 +0200 (Sun, 03 Aug 2008) | 3 lines Fixed #2021902 ("DRASCULA: Can't adjust the volume inside the game"). I can't verify that this matches the original behaviour, but at least it's better now. ........ r33561 | buddha_ | 2008-08-03 10:01:11 +0200 (Sun, 03 Aug 2008) | 1 line Shut up MSVC warning about mgY being an unreferenced local variable. ........ r33562 | fingolfin | 2008-08-03 10:05:19 +0200 (Sun, 03 Aug 2008) | 1 line Proper fix for bug #2035390: Check for ConfigManager::kApplicationDomain, and also forbid targets starting with an underscore ........ r33565 | eriktorbjorn | 2008-08-03 11:41:10 +0200 (Sun, 03 Aug 2008) | 4 lines Fixed bug that prevented upper-case letters from being used in savegame names. Apparently, strchr(..., 0) will find the string terminator - at least for me - and when that's added to the name, it will terminate the string. ........ r33568 | eriktorbjorn | 2008-08-03 11:51:13 +0200 (Sun, 03 Aug 2008) | 2 lines Fixed bug #1995022 ("BASS: wrong displayed 2 line text"). ........ r33570 | eriktorbjorn | 2008-08-03 12:16:17 +0200 (Sun, 03 Aug 2008) | 5 lines Fixed bug #1995033 ("BASS: BG Sound stopped on opening item list"). Apparently the sound is supposed to be paused and then unpaused, but the pause function is called many more times than the unpause function. In the original, this presumably didn't matter. In ScummVM's mixer, it does. ........ r33574 | sev | 2008-08-03 13:42:05 +0200 (Sun, 03 Aug 2008) | 2 lines Fix bug #2017432: "DRASCULA: Typing is slow when you save a game" ........ r33576 | sev | 2008-08-03 14:02:09 +0200 (Sun, 03 Aug 2008) | 2 lines Fix bug #2011470: "DRASCULA: slowdown when you hold mouse buttons" ........ r33578 | athrxx | 2008-08-03 14:09:48 +0200 (Sun, 03 Aug 2008) | 1 line add support for HOF Italian fan translation to kyra.dat ........ r33579 | lordhoto | 2008-08-03 14:16:53 +0200 (Sun, 03 Aug 2008) | 2 lines Added detection entries for kyra2 cd italian fan translation (see fr#2003504 "KYRA: add support for Italian version of Kyrandia 2&3"). (totally untested!) ........ r33580 | athrxx | 2008-08-03 14:50:56 +0200 (Sun, 03 Aug 2008) | 1 line fix last commit (invalid kyra.dat game features for HOFCD) ........ r33581 | lordhoto | 2008-08-03 14:53:12 +0200 (Sun, 03 Aug 2008) | 2 lines Removed comment. ........ r33584 | fingolfin | 2008-08-03 18:54:18 +0200 (Sun, 03 Aug 2008) | 1 line New OSystem API for loading/storing default config file ........ r33585 | fingolfin | 2008-08-03 19:05:01 +0200 (Sun, 03 Aug 2008) | 1 line OSYSTEM: Pushed some SDL/Symbian specific code to the respective backends; made openConfigFileForReading/openConfigFileForWriting return 0 if they failed to open a file ........ r33586 | fingolfin | 2008-08-03 20:11:27 +0200 (Sun, 03 Aug 2008) | 1 line Implemented DumpFile::open(FSNode) ........ r33587 | fingolfin | 2008-08-03 20:29:37 +0200 (Sun, 03 Aug 2008) | 1 line cleanup ........ r33590 | fingolfin | 2008-08-03 20:35:51 +0200 (Sun, 03 Aug 2008) | 1 line FilesystemNode code: some comment cleanup; added FilesystemNode::openForReading() and openForWriting() methods (for now these are simple wrappers around Common::File) ........ r33596 | Kirben | 2008-08-04 03:57:50 +0200 (Mon, 04 Aug 2008) | 1 line Remove debug left over. ........ r33604 | fingolfin | 2008-08-04 13:30:47 +0200 (Mon, 04 Aug 2008) | 1 line Moved the OutSaveFile::finalize method to WriteStream; implemented DumpFile::flush() ........ r33605 | fingolfin | 2008-08-04 13:32:42 +0200 (Mon, 04 Aug 2008) | 1 line Removed join_paths from default save manager, and use FSNode API instead (may lead to regressions, watch out) ........ r33606 | fingolfin | 2008-08-04 13:38:25 +0200 (Mon, 04 Aug 2008) | 1 line Turned InSaveFile & OutSaveFile into simple typedefs ........ r33607 | fingolfin | 2008-08-04 13:46:52 +0200 (Mon, 04 Aug 2008) | 1 line SCUMM: Only try to load savefile metadata from slots >= 0 ........ r33608 | fingolfin | 2008-08-04 13:48:33 +0200 (Mon, 04 Aug 2008) | 1 line DefaultSaveFileManager: Killed class StdioSaveFile, used FilesystemNode::openForReading()/openForWriting() instead (may cause regressions, watch out) ........ r33609 | fingolfin | 2008-08-04 15:25:30 +0200 (Mon, 04 Aug 2008) | 1 line Modified DumpFile::open to accept non-existing nodes, and to actually open files in write mode -- d'oh ........ r33610 | thebluegr | 2008-08-04 17:01:41 +0200 (Mon, 04 Aug 2008) | 1 line Fixing compilation under MSVC ........ r33611 | thebluegr | 2008-08-04 17:23:08 +0200 (Mon, 04 Aug 2008) | 1 line Added Italian translation for the load confirmation window in IHNM ........ r33614 | fingolfin | 2008-08-04 19:17:37 +0200 (Mon, 04 Aug 2008) | 1 line Moved ConfMan.registerDefault calls for savepath to DefaultSaveFileManager (eventually, should be pushed into backends/platform/ code) ........ r33615 | fingolfin | 2008-08-04 19:41:07 +0200 (Mon, 04 Aug 2008) | 1 line Modified DefaultSaveFileManager::checkPath to perform at least basic checks on non-UNIX, non-Symbian systems ........ r33617 | fingolfin | 2008-08-04 19:46:22 +0200 (Mon, 04 Aug 2008) | 1 line Remove some code which was rendered obsolete by md5's commit r33610 ........ r33618 | anotherguest | 2008-08-04 20:14:17 +0200 (Mon, 04 Aug 2008) | 3 lines List the correct engines in about, updated actions with Lure (from WinCE). Increased min heap size to 5MB ........ r33620 | buddha_ | 2008-08-04 21:32:52 +0200 (Mon, 04 Aug 2008) | 7 lines Fix for misplaced objects in mouse object selection (Operation Stealth specific). - Implemented Operation Stealth specific part of getObjectUnderCursor which handles negative frame values. - Fixed a test case (Should test for ydif <= 0 although tested for ydif < 0). - Made part-value be anded with 0x0F in a test case to comply with disassembly. - Added comment about a test case which isn't present in the disassembly. Removing it makes things crash sometimes so letting it be. ........ r33621 | fingolfin | 2008-08-04 21:38:28 +0200 (Mon, 04 Aug 2008) | 1 line Pushed some port specific code from DefaultSaveFileManager out to port specific code in backends/platform/ ........ r33623 | anotherguest | 2008-08-04 22:00:56 +0200 (Mon, 04 Aug 2008) | 1 line Symbian build package should now contain drascula.dat also ........ r33626 | Kirben | 2008-08-05 02:21:46 +0200 (Tue, 05 Aug 2008) | 1 line Fix win32 compile. ........ r33627 | Kirben | 2008-08-05 02:27:25 +0200 (Tue, 05 Aug 2008) | 1 line Removed unneeded #includes. ........ r33632 | lordhoto | 2008-08-05 13:32:16 +0200 (Tue, 05 Aug 2008) | 2 lines Changed implementation parameters/return values to match definition. ........ r33633 | Kirben | 2008-08-05 13:42:04 +0200 (Tue, 05 Aug 2008) | 1 line Remove file attribute check, since getChild() can be called on file path that doesn'r exist. ........ r33635 | lordhoto | 2008-08-05 14:13:01 +0200 (Tue, 05 Aug 2008) | 2 lines Output errors on (some) missing files. ........ r33637 | buddha_ | 2008-08-05 14:58:23 +0200 (Tue, 05 Aug 2008) | 7 lines Fix prompt updating regression introduced in r32257: Previously prompt didn't get updated all the time, like e.g. when selecting EXAMINE and moving the cursor over to DOOR and then moving the cursor to a place where there was no selectable object. The prompt would've still shown "EXAMINE DOOR", now it shows just "EXAMINE" which is correct AFAIK. ........ r33639 | fingolfin | 2008-08-05 15:08:07 +0200 (Tue, 05 Aug 2008) | 1 line SCUMM: Don't try to load metadata for slot -1 (i.e. don't try to load metadata if nothing is selected) ........ r33640 | fingolfin | 2008-08-05 15:11:22 +0200 (Tue, 05 Aug 2008) | 1 line SCUMM: cleanup SaveLoadChooser::updateInfos code ........ r33642 | buddha_ | 2008-08-05 20:17:55 +0200 (Tue, 05 Aug 2008) | 1 line Add detection entry for a previously unrecognized 16 color PC version of Operation Stealth (The John Glames variant). ........ r33643 | buddha_ | 2008-08-05 21:30:16 +0200 (Tue, 05 Aug 2008) | 5 lines Made rest of resource loading functions used in loadResource return -1 on error. This fixed a crash in Operation Stealth when walking out of the airport (Some file couldn't be opened and the game crashed because of that. Now it doesn't crash but handles the missing file gracefully). ........ r33644 | buddha_ | 2008-08-05 23:20:11 +0200 (Tue, 05 Aug 2008) | 1 line Workaround for missing player character animation when exiting the airport in Santa Paragua in at least the 256 color PC version of Operation Stealth. ........ r33645 | fingolfin | 2008-08-05 23:26:04 +0200 (Tue, 05 Aug 2008) | 1 line Patch #2014663: Do not mark stack as executable in HQx scaler ........ r33648 | eriktorbjorn | 2008-08-05 23:43:10 +0200 (Tue, 05 Aug 2008) | 4 lines Committed my patch #2026097 ("ALSA: Try both 65:0 and 17:0 by default"), with a slight modification to the README changes. (I don't know how to interpret all the output from aconnect, so I'm only documenting "the most important bit".) ........ r33654 | fingolfin | 2008-08-06 11:13:57 +0200 (Wed, 06 Aug 2008) | 1 line SCUMM: Renamed inventoryScript -> inventoryScriptIndy3Mac ........ r33655 | fingolfin | 2008-08-06 12:32:20 +0200 (Wed, 06 Aug 2008) | 1 line Workaround for bug #2016521 (DOTT: Bernard impersonating LaVerne) ........ r33664 | fingolfin | 2008-08-06 18:03:06 +0200 (Wed, 06 Aug 2008) | 1 line Do not query savestates which obviously do not exist (to shut up bogus console warnings) ........ r33667 | buddha_ | 2008-08-06 22:41:53 +0200 (Wed, 06 Aug 2008) | 5 lines HACK: Force oxygen to maximum during Operation Stealth's first arcade sequence. This way the arcade sequence is completable now. This hack should be removed later and the first arcade sequence be made properly playable! ........ r33668 | buddha_ | 2008-08-06 22:47:59 +0200 (Wed, 06 Aug 2008) | 5 lines Add 320x200 screen bounds checking to Operation Stealth's checkCollision function. Fixes teleporting bug when getting out of the water after first arcade sequence. The player previously got teleported to the beach near the hotel. Now it doesn't happen. The player is still caught motionless and can't move after this fix though... ........ r33669 | buddha_ | 2008-08-06 22:54:38 +0200 (Wed, 06 Aug 2008) | 1 line Renamed page3Raw to collisionPage so it's more apparent what it does. ........ r33670 | buddha_ | 2008-08-06 22:58:02 +0200 (Wed, 06 Aug 2008) | 1 line Tiny comment update to loadCt-opcodes: Load collision table data. ........ r33673 | buddha_ | 2008-08-07 01:12:25 +0200 (Thu, 07 Aug 2008) | 4 lines HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck. The player's position is changed only by *one* pixel but it helps and makes it possible to carry on with the game (Previously the player was totally stuck). ........ r33674 | knakos | 2008-08-07 11:10:42 +0200 (Thu, 07 Aug 2008) | 1 line smartphone-specific code not needed anymore ........ r33678 | eriktorbjorn | 2008-08-07 15:36:02 +0200 (Thu, 07 Aug 2008) | 3 lines Initialise the _sound object. Otherwise, ScummVM crashes for me if I use a native MIDI driver instead of Adlib. ........ r33682 | knakos | 2008-08-07 20:36:12 +0200 (Thu, 07 Aug 2008) | 1 line setup interface for later kyra games ........ r33686 | buddha_ | 2008-08-07 21:04:19 +0200 (Thu, 07 Aug 2008) | 7 lines Fix for popup boxes sometimes blocking animation when they shouldn't in Operation Stealth: - Made waitForPlayerClick updating more like in the original. - Moved removeMessages to after the frame drawing in main loop hoping to be more like the original. - Added an additional test to Operation Stealth's implementation of overlay type 2 drawing. - Added an additional parameter incrementing and testing to Operation Stealth's removeMessages. Hopefully this won't cause any regressions in Future Wars! ........ r33687 | buddha_ | 2008-08-07 21:31:12 +0200 (Thu, 07 Aug 2008) | 1 line Made drawPlainBox handle border cases so it won't corrupt memory so easily. This may help with some memory corruption issues when for an example trying to draw the player's command string out of screen. ........ r33688 | buddha_ | 2008-08-07 21:46:06 +0200 (Thu, 07 Aug 2008) | 1 line Added precautionary tests to background scrolling function in Operation Stealth to avoid possible memory corruptions. ........ r33689 | buddha_ | 2008-08-07 23:46:56 +0200 (Thu, 07 Aug 2008) | 1 line Implemented game speed changing by pressing - or + to e.g. ease testing. ........ r33690 | cyx | 2008-08-07 23:49:55 +0200 (Thu, 07 Aug 2008) | 1 line fix for bug #2040311: TOUCHE: Missing characters in the spanish version ........ r33691 | cyx | 2008-08-07 23:50:12 +0200 (Thu, 07 Aug 2008) | 1 line fix for bug #2040484: TOUCHE: Graphic glitch with long answer options ........ r33693 | Kirben | 2008-08-08 04:18:17 +0200 (Fri, 08 Aug 2008) | 1 line Hopefully allow quiting at any stage AGOS engines games again. ........ r33696 | Kirben | 2008-08-08 04:49:51 +0200 (Fri, 08 Aug 2008) | 1 line Remove debug leftover. ........ r33698 | buddha_ | 2008-08-08 15:30:01 +0200 (Fri, 08 Aug 2008) | 9 lines Added basic moving using keyboard (Only works in Operation Stealth at the moment): - Should make it possible to complete the first arcade sequence legitimately Renamed input variables (Their names were mixed up between Future Wars and Operation Stealth): - Future Wars's inputVar1 -> egoMovedWithKeyboard - Future Wars's inputVar2 -> xMoveKeyb - Future Wars's inputVar3 -> yMoveKeyb - Operation Stealth's inputVar0 -> xMoveKeyb - Operation Stealth's inputVar1 -> yMoveKeyb ........ r33700 | buddha_ | 2008-08-08 16:46:19 +0200 (Fri, 08 Aug 2008) | 1 line Partially fix Adlib volume setting in Cine (Now uses music volume for Adlib volume, previously always played with full volume. Doesn't differentiate between playing sound effects and music!). ........ r33703 | buddha_ | 2008-08-08 20:28:13 +0200 (Fri, 08 Aug 2008) | 4 lines Added detection entry for the Sony published CD version of Future Wars. Also added decrypting of the crypted AUTO00.PRC for this particular version. Now this version should work but no CD audio support for it yet though. ........ r33708 | buddha_ | 2008-08-09 12:44:12 +0200 (Sat, 09 Aug 2008) | 1 line Small cleanup: Renamed rol to rolByte and made it handle all cases. ........ r33710 | buddha_ | 2008-08-09 12:52:48 +0200 (Sat, 09 Aug 2008) | 1 line Removing moving with keys qweasdzxc for now because they messed with savegame name typing. One can move with the cursor keys anyway. ........ r33712 | buddha_ | 2008-08-09 17:17:32 +0200 (Sat, 09 Aug 2008) | 1 line Added updating of global variable var5 to Operation Stealth's renderOverlay function's type 20 overlay case (Previously var5 wasn't updated anywhere!). Also added a lower bound for var5's value into a comparison (Previously only the upper bound was tested for). ........ r33713 | buddha_ | 2008-08-09 18:07:08 +0200 (Sat, 09 Aug 2008) | 1 line Added preliminary version of drawing type 22 overlays (Such overlays are added with opcode 0xA4 (o2_loadMask22) and removed with opcode 0xA5 (o2_unloadMask22)). Things might be wrong so needs testing! WIP! ........ r33714 | knakos | 2008-08-09 20:09:24 +0200 (Sat, 09 Aug 2008) | 1 line fix MR on ce: allocate large buffer on the heap instead and of the stack, and improve the workaround ........ r33716 | knakos | 2008-08-09 20:12:43 +0200 (Sat, 09 Aug 2008) | 1 line hotfix around drascula mem leak problems. see also bug report ........ r33719 | dhewg | 2008-08-09 20:37:18 +0200 (Sat, 09 Aug 2008) | 1 line Updates to the recent OSystem API changes ........ r33721 | buddha_ | 2008-08-09 21:47:05 +0200 (Sat, 09 Aug 2008) | 7 lines Made drawPlainBox's effective width and height always at least one. - Makes oxygen gauge during first arcade sequence visible as it gave drawPlainBox a height of zero. Made type 21 overlays be drawn as type 22 (Filled rectangle). - For an example the oxygen gauge during the first arcade sequence is a type 21 overlay. Flipped type 21 & 22 overlays as it looks correct for the oxygen gauge. These features are quite WIP, they need testing to see if they're correct. ........ r33722 | buddha_ | 2008-08-09 21:57:46 +0200 (Sat, 09 Aug 2008) | 1 line Made type 21 & 22 overlays not be flipped (The oxygen gauge looks actually better when it reaches zero this way although in its fully charged state it still does look a bit off. Disassembly seems to agree with not flipping the overlays so I'm going with this one for now). ........ r33723 | dhewg | 2008-08-09 22:02:56 +0200 (Sat, 09 Aug 2008) | 3 lines Updated the Makefile to the new build system. Introduced a Makefile variable to build a gamecube version. ........ r33725 | buddha_ | 2008-08-09 22:50:10 +0200 (Sat, 09 Aug 2008) | 1 line Converted objectTable from a plain array to a Common::Array. Should help to catch out of bounds access errors that may cause memory corruption. ........ r33726 | buddha_ | 2008-08-09 22:55:01 +0200 (Sat, 09 Aug 2008) | 1 line Converted animDataTable from a plain array to a Common::Array. Should help to catch out of bounds access errors which may cause memory corruption. ........ r33727 | buddha_ | 2008-08-10 00:38:03 +0200 (Sun, 10 Aug 2008) | 1 line Converted zoneData and zoneQuery tables from plain array types to Common::Array. Should help catch out of bounds access errors that may cause memory corruption. ........ r33729 | fingolfin | 2008-08-10 00:42:03 +0200 (Sun, 10 Aug 2008) | 1 line If no default config file is present, just don't load it, instead of crashing ........ r33730 | fingolfin | 2008-08-10 01:07:32 +0200 (Sun, 10 Aug 2008) | 1 line Use FSNode API in default OSystem::openConfigFileForReading & OSystem::openConfigFileForWriting method implementations ........ r33733 | lordhoto | 2008-08-10 02:17:56 +0200 (Sun, 10 Aug 2008) | 2 lines Fixed crash in KyraEngine_HoF::pauseEngineIntern. ........ r33736 | lordhoto | 2008-08-10 02:36:46 +0200 (Sun, 10 Aug 2008) | 2 lines Fixed kyra to support properly support restarting of engine (for GSoC RTL, based on a patch from Chris Page). ........ r33742 | lordhoto | 2008-08-10 03:28:00 +0200 (Sun, 10 Aug 2008) | 2 lines Added fallback to text only mode when voice files are not found. ........ r33754 | knakos | 2008-08-10 19:10:09 +0200 (Sun, 10 Aug 2008) | 1 line add support for drascula engine ........ r33756 | knakos | 2008-08-10 19:13:24 +0200 (Sun, 10 Aug 2008) | 1 line hint the backend to show the VK ........ r33758 | knakos | 2008-08-10 19:15:30 +0200 (Sun, 10 Aug 2008) | 1 line address the ignored events and bad inventory screen handling 'features' ........ r33761 | sev | 2008-08-10 19:35:42 +0200 (Sun, 10 Aug 2008) | 2 lines Add checksums for ScummVM repacked Italian and Spanish versions. ........ r33763 | eriktorbjorn | 2008-08-10 19:59:42 +0200 (Sun, 10 Aug 2008) | 5 lines Committed my patch #2040074 ("XMIDI callback control events"). At the moment, I'm not aware of any game that actually uses this XMIDI feature, so its primary function right now is to silence lots of warnings while running the DOS version of Simon the Sorcerer 2. ........ r33766 | eriktorbjorn | 2008-08-10 20:44:00 +0200 (Sun, 10 Aug 2008) | 5 lines Fixed a bunch of Valgrind warnings (mostly uninitialised variables, but also an invalid free()), so that I can start and quit the game without any unexpected warnings. (The obvious next step, of course, would be to actually *play* the game for a bit...) ........ r33777 | athrxx | 2008-08-11 16:47:50 +0200 (Mon, 11 Aug 2008) | 2 lines LOL: add support for floppy installer files (startup will fail nonethelesse since we have different pak file names) ........ r33781 | buddha_ | 2008-08-11 22:09:03 +0200 (Mon, 11 Aug 2008) | 1 line Changed readBundleFile to unpack data in-place and added debugging messages to the function. ........ r33782 | buddha_ | 2008-08-11 22:18:33 +0200 (Mon, 11 Aug 2008) | 1 line Added a safeguard to readBundleFile so it shouldn't corrupt memory even if the input says the data's unpacked size is less than its packed size (This shouldn't ever happen with non-corrupted data). ........ r33783 | buddha_ | 2008-08-11 22:41:13 +0200 (Mon, 11 Aug 2008) | 1 line Changed partBuffer from a pointer to a Common::Array. Removed numElementInPart variable as it's now equivalent with partBuffer.size(). ........ r33784 | buddha_ | 2008-08-11 23:26:41 +0200 (Mon, 11 Aug 2008) | 1 line Removed textDataPtr pointer as it's not used beyond the loadTextData function. Reworked loadTextData a bit so there are no two loops for the same thing (Also renamed some of the local variables). ........ r33785 | buddha_ | 2008-08-11 23:45:47 +0200 (Mon, 11 Aug 2008) | 1 line Changed palPtr from a pointer to a Common::Array named palArray. Removed palEntriesCount variable as it's now equivalent to palArray.size(). ........ r33786 | buddha_ | 2008-08-12 00:26:25 +0200 (Tue, 12 Aug 2008) | 1 line Moved fontParamTable inside TextHandler struct and made it a constant size as that's what it is (No need for using malloc & free anymore). Previously we would've tried to free an array that wasn't heap-allocated in freePoldatDat (Freeing fontParamTable_standard or fontParamTable_alt), that's fixed. ........ r33787 | dhewg | 2008-08-12 00:43:00 +0200 (Tue, 12 Aug 2008) | 7 lines video mode polishing: * proper fullscreen video mode * multiple graphic modes with different overscan values * "fullscreen mode" stretches the picture on 16:9 displays * fixed broken sword 1/2 gfx garbage * support for setShakePos() ........ r33788 | dhewg | 2008-08-12 00:44:29 +0200 (Tue, 12 Aug 2008) | 1 line build a wii binary per default ........ r33790 | buddha_ | 2008-08-12 01:01:32 +0200 (Tue, 12 Aug 2008) | 1 line Implemented drawMessage changes for Operation Stealth's timed cutscenes (Negative colors are used for timed text boxes that are totally transparent, only the text is drawn). ........ r33792 | buddha_ | 2008-08-12 01:20:10 +0200 (Tue, 12 Aug 2008) | 1 line Made Operation Stealth's action failure messages use a background color set by the opcode 0x49 'o1_setDefaultMenuBgColor'. Should fix the 'text hard to read' problems. ........ r33793 | buddha_ | 2008-08-12 02:13:27 +0200 (Tue, 12 Aug 2008) | 1 line Changed commandBuffer from a char[80] to Common::String and made FWRenderer::setCommand use a Common::String. Hopefully this might help with the command buffer overflow stuff, although this isn't a fix for the problem behind it, just a bandaid. ........ r33795 | buddha_ | 2008-08-12 16:44:44 +0200 (Tue, 12 Aug 2008) | 1 line Implemented Operation Stealth specific parts of processInventory and added another mouse button waiting loop into the function's end (It's in both Future Wars and Operation Stealth). Fixes inventory showing in Operation Stealth. ........ r33797 | aquadran | 2008-08-12 16:52:44 +0200 (Tue, 12 Aug 2008) | 1 line added few ignores for build dirs ........ r33805 | buddha_ | 2008-08-12 21:33:17 +0200 (Tue, 12 Aug 2008) | 1 line Implemented Operation Stealth's makeCommandLine. ........ r33807 | buddha_ | 2008-08-12 22:27:49 +0200 (Tue, 12 Aug 2008) | 1 line Tiny comment fix. ........ r33808 | buddha_ | 2008-08-12 22:58:26 +0200 (Tue, 12 Aug 2008) | 1 line Fix for GCC warning in OSRenderer::renderOverlay: declaration of 'len' shadows a previous local. ........ r33809 | joostp | 2008-08-12 23:23:40 +0200 (Tue, 12 Aug 2008) | 2 lines fix typo 'baclup' -> 'backup' ........ r33810 | buddha_ | 2008-08-13 00:45:38 +0200 (Wed, 13 Aug 2008) | 1 line Added possibility to get the read resource's size from readBundleFile. Made loadMsg handle input data that has empty strings residing just beyond the input buffer (Thanks Valgrind :-)). ........ r33811 | buddha_ | 2008-08-13 01:44:39 +0200 (Wed, 13 Aug 2008) | 1 line Fixed drawPlainBox's boundary checking (It wrote outside the screen occasionally). Now using the Common::Rect for clipping, yay! It's good. ........ r33812 | buddha_ | 2008-08-13 01:56:13 +0200 (Wed, 13 Aug 2008) | 1 line Hopefully fixes 'Conditional jump or move depends on uninitialised value(s)' Valgrind warning at sound.cpp:611. ........ r33815 | buddha_ | 2008-08-13 03:02:00 +0200 (Wed, 13 Aug 2008) | 1 line Changed Agi::SoundMgr's sound buffer to a member array of size BUFFER_SIZE. Also added initialization of _playing to false in SoundMgr's constructor. Hopefully helps with the occasional crashes in the sound code when starting the first sound in an AGI game. ........ r33816 | buddha_ | 2008-08-13 03:10:03 +0200 (Wed, 13 Aug 2008) | 1 line Shutting up Valgrind about using uninitialised values from array _chn in function stopNote. ........ r33817 | fingolfin | 2008-08-13 12:13:22 +0200 (Wed, 13 Aug 2008) | 1 line Clarify SCUMM MD5 message: We do not want reports on fanmade translations ........ r33819 | buddha_ | 2008-08-13 13:36:45 +0200 (Wed, 13 Aug 2008) | 1 line Reverted r33815 (But not r33816). ........ r33822 | buddha_ | 2008-08-13 13:57:48 +0200 (Wed, 13 Aug 2008) | 1 line Fixed initialization of some SoundMgr-class's member variables. Moved _sndBuffer's allocation to SoundMgr's constructor and its deallocation to the destructor. Made fillAudio SoundMgr's method and removed a superfluous global static variable 'int16 *buffer'. Should help with the occasional crashes when starting the first sound in an AGI game. ........ r33826 | buddha_ | 2008-08-13 15:40:28 +0200 (Wed, 13 Aug 2008) | 1 line Type 21 overlay comment update (Found the drawing routine in the disassembly and checked the original for how the oxygen gauge during the first arcade sequence looks like. They're some kind of sprites most likely and not just simply filled rectangles). ........ r33829 | knakos | 2008-08-13 17:16:38 +0200 (Wed, 13 Aug 2008) | 1 line fix bug #2038992 by saving and restoring channel volumes ........ r33837 | lordhoto | 2008-08-13 21:10:31 +0200 (Wed, 13 Aug 2008) | 2 lines Added detection entries for kyra3 Mac. ........ r33839 | knakos | 2008-08-13 21:13:53 +0200 (Wed, 13 Aug 2008) | 1 line fix bug #1910057: FT multifunction ........ r33844 | knakos | 2008-08-13 21:32:25 +0200 (Wed, 13 Aug 2008) | 1 line fix a small bug in the quit dialog ........ r33847 | fingolfin | 2008-08-13 22:37:54 +0200 (Wed, 13 Aug 2008) | 1 line cleanup ........ r33858 | peres001 | 2008-08-14 09:10:42 +0200 (Thu, 14 Aug 2008) | 1 line Removed cross-references between the general parser and the text formatter. To achieve this, I have rewritten the latter for both NS and BRA. ........ r33859 | peres001 | 2008-08-14 09:14:34 +0200 (Thu, 14 Aug 2008) | 1 line Finally moved parseNextToken to Script, where it belongs! ........ r33860 | peres001 | 2008-08-14 12:04:43 +0200 (Thu, 14 Aug 2008) | 1 line Cleanup. ........ r33861 | peres001 | 2008-08-14 12:24:39 +0200 (Thu, 14 Aug 2008) | 1 line More cleanup. ........ r33864 | peres001 | 2008-08-14 15:45:32 +0200 (Thu, 14 Aug 2008) | 1 line Some variable renamed to make more sense. ........ r33871 | buddha_ | 2008-08-14 22:18:13 +0200 (Thu, 14 Aug 2008) | 1 line Added debug showing of the collision page when pressing the Alt key. Alt isn't used for anything else so one might as well use it for this. ........ r33872 | buddha_ | 2008-08-14 22:49:34 +0200 (Thu, 14 Aug 2008) | 1 line Fix for bugging moving at the bottom of the ocean when trying to free the girl from the ropes and swimming to the surface. Some global variables related to mouse position weren't being updated in executePlayerInput, now they are and things seem to work. Also enables moving in the labyrinth arcade sequence at the palace. ........ r33873 | athrxx | 2008-08-14 23:21:04 +0200 (Thu, 14 Aug 2008) | 1 line - HOF: another Italian fan translation ........ r33875 | athrxx | 2008-08-14 23:34:29 +0200 (Thu, 14 Aug 2008) | 1 line - HOF: forgot french and german entries in last commit ........ r33877 | buddha_ | 2008-08-15 00:01:56 +0200 (Fri, 15 Aug 2008) | 1 line Moved showing of the collision page from Alt-key to F11-key because Alt conflicted with taking screenshots using Alt-s. Great. Hopefully F11 doesn't conflict with anything useful. ........ r33878 | lordhoto | 2008-08-15 00:09:36 +0200 (Fri, 15 Aug 2008) | 2 lines Improved version of my resource loading patch from -devel (check also r33876). ........ r33879 | lordhoto | 2008-08-15 00:11:56 +0200 (Fri, 15 Aug 2008) | 2 lines Formatting. ........ r33886 | athrxx | 2008-08-15 01:46:37 +0200 (Fri, 15 Aug 2008) | 1 line lol: new detection entry (german floppy extracted) ........ r33889 | peres001 | 2008-08-15 04:52:42 +0200 (Fri, 15 Aug 2008) | 2 lines Simplified handling of script variables (especially locals). ........ r33890 | peres001 | 2008-08-15 05:36:01 +0200 (Fri, 15 Aug 2008) | 1 line Disabled lip syncing code in BRA, since I couldn't find any scripts actually using it. Some warnings have been added as a sentinel. ........ r33891 | peres001 | 2008-08-15 05:59:45 +0200 (Fri, 15 Aug 2008) | 1 line Made scripts access Animation fields via accessors and mutators, instead of using raw pointers. ........ r33892 | peres001 | 2008-08-15 06:30:45 +0200 (Fri, 15 Aug 2008) | 1 line Made coordinates and frame number protected into Zone and Animation, and changed client code to use get/set. This will allow various simplifications (e.g. when calculating Z), and is a step towards correct handling of interactive zones of Zone/Animation in BRA. ........ r33894 | peres001 | 2008-08-15 10:44:41 +0200 (Fri, 15 Aug 2008) | 1 line Updated layer calculation: animations are now hidden properly by background elements (but not items yet). ........ r33896 | drmccoy | 2008-08-15 12:47:42 +0200 (Fri, 15 Aug 2008) | 2 lines Fixing a segfault in the Bargon Attack menu ........ r33900 | peres001 | 2008-08-15 16:25:43 +0200 (Fri, 15 Aug 2008) | 1 line Added routines to load and handle item masks: animation are now correctly hidden when they are behind any object. The masks of items that are not explicitly activated (even if visible) still are handled (e.g. the crown in the museum is not visible in the foreground). ........ r33902 | anotherguest | 2008-08-15 16:38:25 +0200 (Fri, 15 Aug 2008) | 2 lines UpdUpdated actions and Readme for Symbian OS port! ........ r33903 | peres001 | 2008-08-15 17:08:08 +0200 (Fri, 15 Aug 2008) | 1 line Implemented raster operation for masks and postponed blitting of zones after everything in the location has been loaded. This fixes the remaining problems with animations not being masked by items. ........ r33919 | fingolfin | 2008-08-16 00:06:15 +0200 (Sat, 16 Aug 2008) | 1 line SCUMM: Made some potentially ambiguous (to the reader, at least) checks slightly less ambiguous ........ svn-id: r33920 |
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backends | ||
base | ||
common | ||
dists | ||
doc/he | ||
engines | ||
graphics | ||
gui | ||
icons | ||
sound | ||
test | ||
tools | ||
AUTHORS | ||
config.guess | ||
config.sub | ||
configure | ||
COPYING | ||
COPYING.LGPL | ||
COPYRIGHT | ||
Makefile | ||
Makefile.common | ||
NEWS | ||
plugin.exp | ||
ports.mk | ||
README | ||
rules.mk | ||
TODO |
ScummVM README Last updated: $Date$ ------------------------------------------------------------------------ TODO: Resolve all the TODOs scattered through this file before release. For more information, compatibility lists, details on donating, the latest release, progress reports and more, please visit the ScummVM home page at: http://www.scummvm.org/ Table of Contents: ------------------ 1.0) About 2.0) Contact * 2.1 Reporting Bugs 3.0) Supported Games * 3.1 Copy Protection * 3.2 Commodore64 games notes * 3.3 Maniac Mansion NES notes * 3.4 Macintosh games notes * 3.5 Multi-CD games notes * 3.6 The Curse of Monkey Island notes * 3.7 Broken Sword notes * 3.8 Beneath a Steel Sky notes * 3.9 Flight of the Amazon Queen notes * 3.10 Gobliiins notes * 3.11 Inherit the Earth: Quest for the Orb notes * 3.12 Simon the Sorcerer notes * 3.13 The Feeble Files notes * 3.14 The Legend of Kyrandia notes * 3.15 Sierra AGI games Predictive Input Dialog notes * 3.16 Mickey's Space Adventure notes * 3.17 Winnie the Pooh notes * 3.18 Troll's Tale notes * 3.19 Known Problems 4.0) Supported Platforms 5.0) Running ScummVM * 5.1 Command Line Options * 5.2 Language Options * 5.3 Graphics Filters * 5.4 Hotkeys 6.0) Savegames * 6.1 Autosaves * 6.2 Converting savegames 7.0) Music and Sound * 7.1 Adlib emulation * 7.2 FluidSynth MIDI emulation * 7.3 MT-32 emulation * 7.4 MIDI emulation * 7.5 Native MIDI support * 7.6 UNIX native and ALSA sequencer support * 7.7 TiMidity++ MIDI server support * 7.8 Using compressed audio files (MP3, Ogg Vorbis, Flac) * 7.9 Output sample rate 8.0) Configuration Files 9.0) Compiling 1.0) About: ---- ------ ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the game, allowing you to play them on systems for which they were never designed! Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more. You can find a thorough list with details on which games are supported and how well on the compatibility page. ScummVM is continually improving, so check back often. Among the systems on which you can play those games are Windows, Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2, SymbianOS/EPOC, iPhone and many more. At this time ScummVM should be considered beta software, and is still under heavy development. Be aware that whilst we attempt to make sure that many games can be completed with few major bugs, crashes can happen. If you enjoy ScummVM feel free to donate using the PayPal button on the ScummVM homepage. This will help us buy utilities needed to develop ScummVM easier and quicker. If you cannot donate, help and contribute a patch! 2.0) Contact: ---- -------- The easiest way to contact the ScummVM team is by submitting bug reports (see section 2.1) or by using our forums at http://forums.scummvm.org . You can also join and e-mail the scummvm-devel mailing list, or chat with us on IRC (#scummvm on irc.freenode.net) Please do not ask us to support an unsupported game -- read the FAQ on our web site first. 2.1) Reporting Bugs: ---- --------------- To report a bug, please create a SourceForge account and follow the bugs link from our homepage. Please make sure the bug is reproducible, and still occurs in the latest SVN/Daily build version. Also check the known problems list (below) and the compatibility list on our website for that game, to ensure the issue is not already known: http://www.scummvm.org/compatibility_stable.php Also do not report bugs on games that are not listed as being completable in the 'Supported Games' section, or compatibility list. We -know- those games have bugs. Please include the following information: - ScummVM version (PLEASE test the latest SVN/Daily build) - Bug details, including instructions on reproducing - Language of game (English, German, ...) - Version of game (talkie, floppy, ...) - Platform and Compiler (Win32, Linux, FreeBSD, ...) - Attach a savegame if possible - If this bug only occurred recently, please note the last version without the bug, and the first version including the bug. That way we can fix it quicker by looking at the changes made. 3.0) Supported Games: ---- ---------------- At the moment the following games have been reported to work, and should be playable to the end: SCUMM Games by LucasArts: Maniac Mansion [maniac] Zak McKracken and the Alien Mindbenders [zak] Indiana Jones and the Last Crusade [indy3] Loom [loom] The Secret of Monkey Island [monkey] Monkey Island 2: LeChuck's Revenge [monkey2] Indiana Jones and the Fate of Atlantis [atlantis] Day of the Tentacle [tentacle] Sam & Max Hit the Road [samnmax] Full Throttle [ft] The Dig [dig] The Curse of Monkey Island [comi] AGI Games by Sierra: The Black Cauldron [bc] Gold Rush! [goldrush] King's Quest I [kq1] King's Quest II [kq2] King's Quest III [kq3] King's Quest IV [kq4] Leisure Suit Larry in the Land of the Lounge Lizards [lsl1] Mixed-Up Mother Goose [mixedup] Manhunter 1: New York [mh1] Manhunter 2: San Francisco [mh2] Police Quest I: In Pursuit of the Death Angel [pq1] Space Quest I: The Sarien Encounter [sq1] Space Quest II: Vohaul's Revenge [sq2] Fanmade Games [agi-fanmade] AGOS Games by Adventuresoft / Horrorsoft: Elvira - Mistress of the Dark [elvira1] Elvira II - The Jaws of Cerberus [elvira2] Waxworks [waxworks] Simon the Sorcerer 1 [simon1] Simon the Sorcerer 2 [simon2] Simon the Sorcerer's Puzzle Pack - Demon In My Pocket [dimp] Simon the Sorcerer's Puzzle Pack - Jumble [jumble] Simon the Sorcerer's Puzzle Pack - NoPatience [puzzle] Simon the Sorcerer's Puzzle Pack - Swampy Adventures [swampy] The Feeble Files [feeble] GOB Games by Coktel Vision: Bargon Attack [bargon] Gobliiins [gob1] Gobliins 2 [gob2] Goblins 3 [gob3] Ween: The Prophecy [ween] Other Games: Beneath a Steel Sky [sky] Broken Sword 1: The Shadow of the Templars [sword1] Broken Sword 2: The Smoking Mirror [sword2] Flight of the Amazon Queen [queen] Future Wars [fw] Inherit the Earth: Quest for the Orb [ite] Nippon Safes Inc. [nippon] The Legend of Kyrandia [kyra1] Touche: The Adventures of the Fifth Musketeer [touche] SCUMM Games by Humongous Entertainment: Backyard Football [football] Big Thinkers First Grade [thinker1] Big Thinkers Kindergarten [thinkerk] Fatty Bear's Birthday Surprise [fbear] Fatty Bear's Fun Pack [fbpack] Freddi Fish 1: The Case of the Missing Kelp Seeds [freddi] Freddi Fish 2: The Case of the Haunted Schoolhouse [freddi2] Freddi Fish 3: The Case of the Stolen Conch Shell [freddi3] Freddi Fish 4: The Case of the Hogfish Rustlers of Briny Gulch [freddi4] Freddi Fish and Luther's Maze Madness [maze] Freddi Fish and Luther's Water Worries [water] Let's Explore the Airport with Buzzy [airport] Let's Explore the Farm with Buzzy [farm] Let's Explore the Jungle with Buzzy [jungle] Pajama Sam 1: No Need to Hide When It's Dark Outside [pajama] Pajama Sam 2: Thunder and Lightning Aren't so Frightening [pajama2] Pajama Sam 3: You Are What You Eat From Your Head to Your Feet [pajama3] Pajama Sam's Lost & Found [lost] Pajama Sam's Sock Works [socks] Putt-Putt Enters the Race [puttrace] Putt-Putt Goes to the Moon [puttmoon] Putt-Putt Joins the Circus [puttcircus] Putt-Putt Joins the Parade [puttputt] Putt-Putt Saves the Zoo [puttzoo] Putt-Putt Travels Through Time [putttime] Putt-Putt and Pep's Balloon-O-Rama [balloon] Putt-Putt and Pep's Dog on a Stick [dog] Putt-Putt & Fatty Bear's Activity Pack [activity] Putt-Putt's Fun Pack [funpack] SPY Fox 1: Dry Cereal [spyfox] SPY Fox 2: Some Assembly Required [spyfox2] SPY Fox in Cheese Chase [chase] SPY Fox in Hold the Mustard [mustard] The following games should load, but are not yet fully playable. Play these at your own risk, and please do not file bug reports about them. If you want the latest updates on game compatibility, visit our web site and view the compatibility chart. Backyard Baseball [baseball] Backyard Soccer [soccer] Blue's 123 Time Activities [Blues123Time] Blue's ABC Time Activities [BluesABCTime] Blue's Birthday Adventure [BluesBirthday] SPY Fox 3: Operation Ozone [spyozon] The following games are based on the SCUMM engine, but NOT supported by ScummVM (yet): Other Humongous Entertainment games Please be aware that the engines may contain bugs and unimplemented features that sometimes make it impossible to finish the game. Save often, and please file a bug report (instructions on submitting bug reports are above) if you encounter such a bug in a 'supported' game. 3.1) Copy Protection: ---- ---------------- The ScummVM team does not condone piracy. However, there are cases where the game companies (such as LucasArts) themselves bundled 'cracked' executables with their games -- in these cases the data files still contain the copy protection scripts, but the interpreter bypasses them (similar to what an illegally cracked version might do, only that here the producer of the game did it). There is no way for us to tell the difference between legitimate and pirated data files, so for the games where we know that a cracked version of the original interpreter was sold at some point, ScummVM will always have to bypass the copy protection. In some cases ScummVM will still show the copy protection screen. Try entering any answer. Chances are that it will work. ScummVM will skip copy protection in the following games: * Maniac Mansion * Zak McKracken and the Alien Mindbenders * Loom (EGA) * The Secret of Monkey Island (VGA) * Monkey Island 2: LeChuck's Revenge * Beneath a Steel Sky -- bypassed with kind permission from Revolution Software. * Inherit the Earth: Quest for the Orb (Floppy version) -- bypassed with kind permission from Wyrmkeep Entertainment, since it was bypassed in all CD releases of the game. * Simon the Sorcerer 1 (Floppy version) * Simon the Sorcerer 2 (Floppy version) -- bypassed with kind permission from Adventure Soft, since it was bypassed in all CD releases of the game. 3.2) Commodore64 games notes: ---- ------------------------ Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet playable. Simply name the D64 disks "maniac1.d64" and "maniac2.d64" respectively "zak1.d64" and "zak2.d64", then ScummVM should be able to automatically detect the game if you point it at the right directory. Alternatively, you can use 'extract_mm_c64' from the tools package to extract the data files. But then the game will not be properly autodetected by ScummVM, and you must make sure that the platform is set to Commodore64. We recommend using the much simpler approach described in the previous paragraph. 3.3) Maniac Mansion NES notes: ---- ------------------------- Supported versions are English GB (E), French (F), German (G), Swedish (SW) and English US (U). ScummVM requires just the PRG section to run and not the whole ROM. In order to get the game working, you will have to strip out the first 16 bytes from the ROM you are trying to work with. Any hex editor will work as long as you are able to copy/paste. After you open the ROM with the hex editor, copy everything from the second row (17th byte) to the end. After you do this, paste it to a new hex file. Name the new file "Maniac Mansion (XX).prg" while XX stands for the version you are working with (E, F, G, SW, or U). The final size should be exactly 262144 bytes. If you add the game manually make sure that the platform is set to NES. Most common mistakes which prevents the game from running: * Bad file * ROM extracted with the 0.7.0 tools * You try to feed ScummVM with the FULL ROM and not just the PRG section. It is also possible to extract the separate LFL files from the PRG section. To do so use the 'extract_mm_nes' utility from the tools package. 3.4) Macintosh games notes: ---- ---------------------- All LucasArts SCUMM based adventures except COMI also exist in versions for the Macintosh. ScummVM can use most (all?) of them, however, in some cases some additional work is required. First off, if you are not using a Macintosh for this, accessing the CD/floppy data might be tricky. The reason for this is that the mac uses a special disk format called HFS which other systems usually do not support. However, there are various free tools which allow reading such HFS volumes. For example "HFVExplorer" for Windows and "hfsutils" for Linux and other Unix-like operating systems. Most of the newer games on the Macintosh shipped with only a single data file (note that in some cases this data file was made invisible, so you may need extra tools in order to copy it). ScummVM is able to directly use such a data file; simply point ScummVM at the directory containing it, and it should work (just like with every other supported game). We also provide a tool called 'extract_scumm_mac' in the tools package to extract the data from these data files, but this is neither required nor recommended. For further information on copying Macintosh game files to your hard disk see: http://wiki.scummvm.org/index.php/HOWTO-Mac_Games 3.5) Multi-CD games notes: ---- --------------------- In general, ScummVM does not deal very well with Multi-CD games. This is because ScummVM assumes everything about a game can be found in one directory. Even if ScummVM does make some provisions for asking the user to change CD, the original game executables usually installed a small 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 notes: ---- ------------------- Broken Sword 1 and 2 both come with in-game cutscenes compressed using RAD Game Tools' legacy Smacker(tm) format. As RAD is unwilling to open the older legacy versions of this format to us, and have requested we not reverse engineer it, Revolution Software has kindly allowed us to provide re-encoded Broken Sword 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. The cutscenes should be placed in the main game data directory. Note that currently this requires either copying the game to hard disk or burning customised versions of the game CDs. The instructions for the Broken Sword games are for the Sold-Out Software versions, which are the ones you are probably most likely to find in stores now. 3.7.1) Broken Sword 1: ------ --------------- For this game, you will need all of the files from the clusters directories on both CDs. 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. In addition, you will need 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. ScummVM does not support the original cutscene files, so there is no need to copy them. 3.7.2) Broken Sword 2: ------ --------------- 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. ScummVM does not support the original cutscene files, so there is no need to copy them. 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. The game uses Smacker cutscenes extensively, which we can't support directly, due to reasons described above. The cutscenes have to be re-encoded to DXA, which is the format used by the cutscenes in the Amiga and Macintosh versions. See the tools README for a brief guide on converting the cutscenes. 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 engines 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 folder or the folder 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's 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's 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's possible to import saved games from the original intepreter of the game in 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's 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's 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's 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) 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 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. Broken Sword 1: - PlayStation 1 version isn't supported Broken Sword 2: - PlayStation 1 version isn't supported 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: - Amiga versions aren't supported Waxworks - No music in the PC version Humongous Entertainment games: - No support for 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 the effort of porters. 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 BeOS Dreamcast iPhone (also includes the iPod Touch) Nintendo DS PalmOS PlayStation 2 PlayStation Portable RISC OS Symbian Maemo (Nokia Internet tablets 770, N800, N810) The Dreamcast port does not support The Curse of Monkey Island, nor The Dig. The PalmOS port does not support The Curse of Monkey Island, Beneath a Steel Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some Palm devices (those with a large dynamic heap). 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). For the following platforms, custom backends were supported at one point but currently are not being maintained (usually due to lack of a qualified maintainer). In some cases (e.g. Linux), the standard SDL support works instead. Linux (includes iPAQs running Linux) MorphOS GP32 We have reports about unofficial ports to the following platforms. Please note that these are not made by us, so we neither endorse nor support them. Use at your own risk! PlayStation 3 Xbox Xbox 360 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 -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 -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 -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 version 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) --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 speed for 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 1 and Simon the Sorcerer 1 and 2. Note that with the exception of Beneath a Steel Sky, Broken Sword 1, 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 1 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 hb - 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 COMI or Broken Sword) will be scaled to 1280x960 and 1920x1440. 5.4) Hot Keys: ---- --------- TODO TODO: Rework this section to clearly state which hotkeys are implemented in *all* TODO games (and for which backends). TODO: It would also be nice to add information about control on devices w/o a keyboard; TODO I.e. document how input on DC, DS, PSP, PS2, PalmOS, WinCE, ... works for each game TODO Or at the very least give points as to were one can read up on these. TODO ScummVM supports various in-game hotkeys. They differ between SCUMM games and other games. Common: Cmd-q - Quit (Mac OS X) Ctrl-q - Quit (other unices including Linux) Ctrl-z OR Alt-x - Quit (other platforms) 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 1: F5 or Escape - Displays save/load box Broken Sword 2: Ctrl-d - Starts the debugger Ctrl-f - Toggle fast mode c - Display the credits p - Pauses 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 p - 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 p - 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 b - Background sounds on/off p - 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 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" 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 SCUMM engine, it will save in Slot 0. 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 savedgames from their original versions. Elvira 1 - Add 8 bytes (savedgame name) to the start of the savegame file - Rename the savedgame to 'elvira1.xxx' Elvira 2 - Add 8 bytes (savedgame name) to the start of the savegame file - Rename the savedgame to 'elvira2-pc.xxx' (DOS version) or 'elvira2.xxx' (Other versions) Waxworks - Add 8 bytes (savedgame name) to the start of the savegame file - Rename the savedgame to 'waxworks-pc.xxx' (DOS version) or 'waxworks.xxx' (Other versions) Simon the Sorcerer 1 - Rename the savedgame to 'simon1.xxx' Simon the Sorcerer 1 - Rename the savedgame to 'simon2.xxx' The Feeble Files - Rename the savedgame to 'feeble.xxx' Where 'xxx' is exact the saved game slot (ie 001) under ScummVM 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. qt - Quicktime sound, for Macintosh users. 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, it is possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. This selects the port on the selected sequencer to use. Then start scummvm with the -eseq parameter. This should work on several cards, and may offer better performance and quality than Adlib emulation. However, for those systems where sequencer support does not work, you can always fall back on Adlib emulation. 7.6.1) Playing sound with ALSA sequencer: [UNIX ONLY] ------ ---------------------------------- If you have installed the ALSA driver with the sequencer support, then set the environment variable SCUMMVM_PORT or the config file parameter alsa_port to your sequencer port. The default is to try both "65:0" and "17:0". Here is a little howto on how to use the ALSA sequencer with your soundcard. In all cases, to have a list of all the sequencer ports you have, try the command "aconnect -o -l". This should give output similar to: client 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. 7.7) 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 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 by defining "TIMIDITY_HOST" 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 filesize. Playing with the blocksize (-b <value>), has the biggest impact on the resulting filesize -- 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 1 ------ ------------------------------------------ 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 2 ------ ------------------------------------------ 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 2. It will not work with any of the other *.clu files, nor will it work with the speech files from Broken Sword 1. 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's 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 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 speed 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. 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 2 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: ---- ---------- 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" folder. * 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" folder. * 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 limbad, 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-0.11.0-maemo.patch * go to backends/platform/maemo * run 'make config' * run 'make scummvm' * create your debian/changelog in top directory * run 'make deb' in backends/platform/maemo ------------------------------------------------------------------------ Good Luck and Happy Adventuring! The ScummVM team. http://www.scummvm.org/ ------------------------------------------------------------------------