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README | ||
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TODO |
ScummVM README Last updated: $Date$ Release version: 0.7.0-CVS ------------------------------------------------------------------------ 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) Contacting * 2.1 Reporting Bugs 3.0) Supported Games * 3.1 Copy Protection * 3.2 Simon the Sorcerer notes * 3.3 Broken Sword notes * 3.4 Flight of the Amazon Queen notes * 3.5 Known Bugs 4.0) Supported Platforms 5.0) Running ScummVM * 5.1 Command Line Options * 5.2 Language Options * 5.3 Graphics Filters * 5.4 Hotkeys * 5.5 Using Macintosh games * 5.6 Multi-CD Games 6.0) Savegames * 6.1 Autosaves 7.0) Music and Sound * 7.1 Adlib emulation * 7.2 MIDI emulation * 7.3 Native MIDI support * 7.4 UNIX native & ALSA sequencer support * 7.5 Using compressed audiofiles (MP3, Ogg Vorbis, Flac) * 7.6 Output sample rate 8.0) Configuration Files 9.0) Compiling X.X) Credits 1.0) About: ---- ------ ScummVM is a collection of interpreters, capable of emulating several adventure game engines. ScummVM mainly supports games created using SCUMM (Script Creation Utility for Maniac Mansion), used in various LucasArts games such as Monkey Island, Day of the Tentacle, and others. ScummVM also contains interpreters for several non-SCUMM games. Currently these are Beneath a Steel Sky, Broken Sword 1 & 2, Flight of the Amazon Queen and Simon the Sorcerer 1 & 2. 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) Contacting: ---- ---------- The easiest way to contact the ScummVM team is by submitting bug reports or commenting in our forums. 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 our homepages FAQ 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 daily build/current CVS version. Also check the known bugs list (below) and compatibility listing for that game, to ensure the issue is not already known. 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 CVS/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 save game 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. However, this list generally applies to PC versions. Mac versions usually should work, too (with some exceptions for older games), and Amiga versions of games may work with the 'Amiga' flag turned on - but this is not always true. SCUMM Games: Maniac Mansion (Classic Version) [Game: maniac] Maniac Mansion (Enhanced Version) [Game: maniac] Zak McKracken (Classic Version) [Game: zak] Zak McKracken (Enhanced Version) [Game: zak] Indiana Jones & the Last Crusade (EGA) [Game: indy3ega] Indiana Jones & the Last Crusade (256) [Game: indy3] Indiana Jones & the Last Crusade (FM-TOWNS) [Game: indy3towns] Loom (16 color floppy version) [Game: loom] Loom (FM-TOWNS) [Game: loomtowns] Loom (256 color CD version) [Game: loomcd] Zak McKracken (FM-TOWNS) [Game: zaktowns] Monkey Island 1 (EGA) [Game: monkeyega] Monkey Island 1 (VGA) [Game: monkeyvga] Monkey Island 1 (CD) [Game: monkey/monkey1] Monkey Island 2 [Game: monkey2] Indiana Jones and the Fate of Atlantis [Game: atlantis] Day of the Tentacle [Game: tentacle] Sam & Max [Game: samnmax] The Dig [Game: dig] Full Throttle [Game: ft] Curse of Monkey Island [Game: comi] Fatty Bear's Birthday Surprise [Game: fbear] Fatty Bear's Fun Pack [Game: fbpack] Putt-Putt's Fun Pack [Game: funpack] Putt-Putt Goes To The Moon [Game: puttmoon] Putt-Putt Joins the Parade [Game: puttputt] Other Games: Beneath a Steel Sky [Game: sky] Broken Sword I [Game: sword1] Broken Sword II [Game: sword2] Flight of the Amazon Queen [Game: queen] Simon the Sorcerer 1 [Game: simon1acorn/ simon1dos/ simon1talkie] Simon the Sorcerer 2 [Game: simon2dos/ simon2talkie] 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. Freddi Fish 1: The Case of the Missing Kelp Seeds [Game: freddi] Let's Explore the Airport with Buzzy [Game: airport] Let's Explore the Farm with Buzzy [Game: farm] Let's Explore the Jungle with Buzzy [Game: jungle] Putt-Putt Saves the Zoo [Game: puttzoo] The following games are SCUMM engine, but NOT supported by ScummVM (yet). Most Humongous Entertainment titles Please be aware that the engine 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 below) 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 when LucasArts themselves bundled cracked interpreters with their own games -- the data files still contain the copy protection scripts, but the interpreter bypasses them. There is no way for us to tell the difference between legitimate and pirated data files, so for the games where we know the original interpreter may have been cracked ScummVM will always have to bypass the copy protection. At the time of writing, that includes the following games: Indiana Jones & the Last Crusade (EGA) Indiana Jones & the Last Crusade (FM-TOWNS version) Loom (16 color floppy version) Maniac Mansion Monkey Island 1 (EGA) Monkey Island 1 (VGA) Monkey Island 2 Zak McKracken (EGA) Zak McKracken (FM-TOWNS version) Beneath a Steel Sky (bypassed with permission from Revolution) In most cases ScummVM will still show the copy protection screen. Try entering any answer. Chances are that it will work. 3.2) Simon the Sorcerer 1 and 2 notes: ---- --------------------------------- The current game targets are: simon1acorn - Use for Simon the Sorcerer 1 for Acorn (CD) simon1dos - Use for Simon the Sorcerer 1 for DOS (Disk) simon2dos - Use for Simon the Sorcerer 2 for DOS (Disk) simon1talkie - Use for Simon the Sorcerer 1 Talkie (DOS/Windows) simon2talkie - Use for Simon the Sorcerer 2 Talkie (Amiga/DOS/Mac/Windows) Also make sure that the platform setting is correct, since it is used to tell the difference between the various ports of the games. If you have the dual version of Simon the Sorcerer 1 or 2 on CD, then you will find the Windows version in the main directory of CD and the DOS Talkie version in the DOS directory of the CD. 3.3) 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. These cutscenes are provided in MPEG2 format with OGG Vorbis audio. Viewing these cutscenes thus requires a version of ScummVM compiled with both libmpeg2 (preferably 0.4.0 or greater) and libVorbis support. The cutscenes should be placed in the main game data directory. Note that currently this requires either copying the game to harddisk or reburning customised versions of the game CDs. 3.4) Flight of the Amazon Queen notes ---- -------------------------------- In order to use a non-freeware version of Flight of the Amazon Queen (i.e. your own), you will need to have the 'queen.tbl' file (available from the Compatibility page on our website) in either the directory containing the 'queen.1' datafile or in the directory where your ScummVM executable resides. Alternatively, you can use the 'queenrebuild' tool from the Tools module to 'rebuild' your FOTAQ datafile 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. 3.5) Known Problems in ScummVM 0.7.0CVS ---- ----------------------------------- 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 table on the web site, please see the section on Reporting Bugs. This is a development version. It probably has a LOT of problems. 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 CVS, feel free to contact us! Windows - SDL Windows CE - SDL (iPaq and other handheld devices) Linux - X11/OSS audio (includes iPaqs running Linux) Mac OS X - SDL AmigaOS - SDL MorphOS - Custom backend BeOS - SDL Acorn (RiscOS) - ??? Dreamcast - Custom backend GP32 - Custom backend PalmOS - Custom backend UNIX - SDL (Linux, Solaris, IRIX, *BSD) The Dreamcast port does not support Curse of Monkey Island, nor The Dig. The PalmOS port does not support 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). 5.0) Running ScummVM: ---- ---------------- Before you run the engine, you need to put the game's datafiles in a directory. The filenames must not be in mixed case on *nix systems (for example, these are valid names: "monkey2.000", "MONKEY2.000", while this is a bad one: "Monkey2.000"). If you use a game with speech, the file monster.sou must reside in the same directory as the datafiles. 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 in-built launcher will activate. From this, you can add games (click 'Add Game'), or launch games which have already been configured. 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] Save game 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) -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) -o, --master-volume=NUM Set the master 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) -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 input with joystick (default: 0 = first joystick) --platform=WORD Specify version of game (allowed values: amiga, atari, fmtowns, mac, pc, windows) --multi-midi Enable combination of Adlib and native MIDI --native-mt32 True Roland MT-32 (disable GM emulation) --output-rate=RATE Select output sample rate in Hz (e.g. 22050) --aspect-ratio Enable aspect ratio correction --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 SCUMM games, when ScummVM disables it by default. --demo-mode Start demo mode of Maniac Mansion (Classic version) --tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games (default: 100) --talkspeed=NUM Set talk speed for SCUMM games The meaning of most long options can be inverted by prefixing them with "no-", e.g. --no-aspect-ratio. 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 is very important. A short list is contained at the top of this file. You can also get the current list of games and game names at: http://www.scummvm.org/compatibility.php 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, Curse of Monkey Island, Beneath a Steel Sky. and Simon the Sorcerer 1 & 2. Maniac Mansion and Zak McKracken en - English (default) de - German fr - French it - Italian es - Spanish The Dig jp - Japanese zh - Chinese kr - Korean 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 & 2 en - English (default) de - German fr - French it - Italian es - Spanish hb - Hebrew 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'll get 960x600. They are: normal - 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 -g advmame2x monkey2 Note #1: Not all backends support all or any filters. The ones listed above are for 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 (zaktowns target) uses an original resolution of 320x240 - hence for this game scalers will scale to 640x480 or 960x720. 5.4) Hot Keys: ---- --------- ScummVM supports various in game hotkeys. They differ between the SCUMM and simon games. Common: Cmd-q - Quit (Mac OS X) Ctrl-q - Quit (other unices including Linux) Ctrl-z OR Alt-x - Quit (other platforms) Keyboard Arrow Keys - Simulate mouse movement Ctrl-f - Toggle fast mode 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 SCUMM: Ctrl 0-9 and Alt 0-9 - Load and save game state Ctrl-g - Runs in really REALLY fast mode Ctrl-d - Starts the debugger Tilde (~) - Show/hide the debugging console Ctrl-s - Shows memory consumption [ and ] - Music volume, down/up - and + - Text speed, slower/faster F5 - Displays a save/load box 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 0-9 and Alt 0-9 - Load and save game state 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 I: F5 or ESC - Displays save/load box Broken Sword II: Ctrl-d - Starts the debugger c - Display the credits p - Pauses Flight of the Amazon Queen: Ctrl-d - Starts the debugger F1 - Use Journal (saving/loading) F11 - Quicksave F12 - Quickload Escape - Skips cutscenes Space - Skips current line of text Simon the Sorcerer 1 & 2: Ctrl 0-9 and Alt 0-9 - Load and save game state Ctrl-d - Starts the debugger F1 - F3 - Text speed, faster - slower F10 - Shows all characters and objects you can interact with - and + - Music volume, down/up m - Music on/off s - Sound effects on/off b - Background sounds on/off p - Toggles pause t - Switch between speech and subtitles v - Switch between subtitles only and combined speech & subtitles [Simon the Sorcerer 2 only] Note that using ctrl-f and ctrl-g are not recommended: games can crash when being ran faster than their normal speed, as scripts will lose synchronisation. Ctrl-f is not supported by the Broken Sword games. 5.5) Using data files from Macintosh game versions: ---- ---------------------------------------------- All LucasArts SCUMM based adventures except CMI also exist in versions for the Macintosh. ScummVM can use most (all?) of them, however, in some case some additional work is required. First off, if you are not using a Macintosh for this, accessing the CD/floppy data might be tricky, since the mac uses a special disk format called HFS which other systems usually do not support. However, there are various free tools on the net which allow reading such HFS volumes (for example "HFVExplorer" for Windows and "hfsutils" for Linux and other Unix-like operating systems). Secondly, most of the newer games shipped only with a single data file on the Macintosh. You used to have to manually convert that data file, but this is no longer necessary, as ScummVM can now open and understand the format natively. 5.6) Multi-CD Games: ---- --------------- 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 games usually install a small number of files to 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. These instructions are written for the PC versions (which in some case is the only version) of the games. Windows and DOS use case-insensitive file systems, so if one CD has a file called MONKEY.DAT and another has a file called monkey.dat, they are the same files. These instructions give file names in all lower-case names, even if that's not always how they appear on the CDs. In fact, on case-sensitive file systems you will have to make sure that all filenames use either all upper- or all lower-case letters for ScummVM to be able to find the files. 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. 5.6.1) The Curse of Monkey Island: ------ --------------------------- For this game, you'll 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'll need a resource subdirectory with all of the files from the resource subdirectories on both CDs. Some of the files appear on both CDs, but again they're identical. 5.6.2) Broken Sword 1: ------ --------------- For this game, you'll 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'll 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. 5.6.3) Broken Sword 2: ------ --------------- For this game, you'll 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.bin, cd.inf and 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. 6.0) Savegames: ---- ---------- Savegames are by default put in the current directory. You can specify the save in the config file by setting the savepath parameter. See the example config file later in this readme. You can also use the environment variable SCUMMVM_SAVEPATH to specify where to put save games. Don't forget the trailing directory separator. Also be aware that saved games may break between ScummVM releases. Bash (Unix) example: export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/ Windows example: set SCUMMVM_SAVEPATH=C:\saved_games\ 6.1) Autosaves: ---- ---------- Because ScummVM is still a beta product, it -can- crash and/or hang occasionally. As such, every five minutes it will save a game in Slot 0. This game can be loaded via Ctrl-0, or the F5 menu. This autosaving does not, however, occur with Simon the Sorcerer 1 and 2, nor with Broken Sword I and II. 7.0) Music and Sound: ---- ---------------- By default, on most operating systems, ScummVM will automatically use Adlib emulation. MIDI may not be available on all operating systems or may need manual configuration. If you ARE using MIDI, you have several different choices of output, depending on your operating system and configuration. adlib - Uses internal Adlib Emulation (default) pcjr - Uses internal PCjr Emulation pcspk - Uses internal PC Speaker Emulation towns - Uses FM-TOWNS YM2612 Emulation windows - Windows MIDI. Uses built-in sequencer, for Windows users seq - Uses /dev/sequencer for MIDI, *nix users. See below. qt - Quicktime sound, for Macintosh users. core - CoreAudio sound, for MacOS X users. amidi - Uses the MorphOS MIDI system, for MorphOS users alsa - Output using ALSA sequencer device. See below. null - Null output. Don't play any music. To select a sound driver, pass its name via the '-e' option to scummvm, for example: scummvm -e adlib 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 MIDI emulation: ---- ---------------------------------- Some games (such as Sam and 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 emulation using the -eadlib option. However, if you are capable of using native MIDI, we recommend using one of the MIDI modes below for best sound. 7.3) 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. 7.4.0) 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 - e.g., /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. 7.4.1) 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 "65:0". 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 64: 'External MIDI 0' [type=kernel] 0 'MIDI 0-0 ' client 65: 'Emu10k1 WaveTable' [type=kernel] 0 'Emu10k1 Port 0 ' 1 'Emu10k1 Port 1 ' 2 'Emu10k1 Port 2 ' 3 'Emu10k1 Port 3 ' client 128: 'Client-128' [type=user] 0 'TiMidity port 0 ' 1 'TiMidity port 1 ' This means the external MIDI output of the sound card is located on the port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2 and 65:3, and two TiMidity ports, located at 128:0 and 128:1. 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 65:0 /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 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 noticable 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. 7.5.0) 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'll 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 7.5.1) 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'll 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 7.5.2) 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'll 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. 7.5.3) Compressing MONSTER.SOU with MP3: ------ --------------------------------- You need LAME, and our extract util from the scummvm-tools package to perform this task, and ScummVM must be compiled with MAD support. extract 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. 7.5.4) Compressing MONSTER.SOU with Ogg Vorbis: ------ ---------------------------------------- As above, but ScummVM must be compiled with OGG support. Run: extract --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. 7.5.5) Compressing MONSTER.SOU with Flac: ------ ---------------------------------------- As above, but ScummVM must be compiled with Flac support. Run: extract --flac --best -b 1152 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. 7.5.6) Compressing sfx/speech in Simon the Sorcerer 1 and 2 ------ ---------------------------------------------------- Use our simon2mp3 util 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. simon2mp3 effects (For simon1acorn) simon2mp3 simon (For simon1acorn) simon2mp3 effects.voc (For simon1talkie) simon2mp3 simon.voc (For simon1talkie) simon2mp3 simon.wav (For simon1win) simon2mp3 simon2.voc (For simon2talkie) simon2mp3 simon2.wav (For simon2win) simon2mp3 mac (For simon2mac) For Ogg Vorbis add --vorbis to the options, i.e. simon2mp3 --vorbis For Flac add --flac and optional parameters, i.e. simon2mp3 --flac --best -b 1152 Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this file to your game dir. You can safely remove the old file. 7.5.7) Compressing speech/music in Broken Sword 2 ------ ------------------------------------------ Use our sword2mp3 util rom 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. sword2mp3 speech1.clu sword2mp3 music1.clu For Ogg Vorbis add --vorbis to the options, i.e. sword2mp3 --vorbis Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to your game dir. 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 sword2mp3 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. 7.6) 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 Steeel 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: <windir>\scummvm.ini, 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 master_volume=98 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 amiga=true The following keywords are recognized: basename string path string The path to where a game's data files are read_only bool If true, ScummVM will never try to overwrite the configuration file. save_slot number The save game 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, de, fr, it, pt, es, jp, zh, kr,se, gb, hb, cz, ru) 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) 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 master_volume number The master volume setting (0-255) 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. native_mt32 bool If true, disable GM emulation and assume that there is a true Roland MT-32 available. 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) copy_protection bool Enable copy protection in SCUMM games ,when 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 debuglevel number Enable debug output. The higher number, the more verbose output. Broken Sword II adds the following non-standard keywords: gfx_details number Graphics details setting (0-3) music_mute bool If true, music is muted object_labels bool If true, object labels are enabled reverse_stereo bool If true, stereo channels are reversed sfx_mute bool If true, sound effects are muted speech_mute bool If true, speech is 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 speech_mute bool If true, speech is muted Simon the Sorcerer 1 & 2 add the following non-standard keywords: fade bool If true, fade effect is enabled music_mute bool If true, music is muted slow_down number Makes games slower (1- 10) sfx_mute bool If true, sound effects are muted speech_mute bool If true, speech is muted [Simon the Sorcerer 2 only] 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 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 and define USE_MAD. Tools for compressing .SOU files to .SO3 files can be found in the 'tools' CVS module, or in the 'scummvm-tools' package. 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: * 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. Microsoft Visual C++ 6.0: * Open the workspace, scummwm.dsw * Enter the path to the needed libraries and includes in Tools|Options|Directories * Now it should compile successfully. Microsoft Visual C++ 7.0: * Open the solution file scummwm.sln * Enter the path to the needed libraries and includes in Tools|Options|Projects|VC++ Directories * Now it should compile successfully. PocketPC - Windows CE: * Download the SDLAudio library: http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip * Open and compile the SDLAudio WCEBuild/WCEBuild workspace in EVC++ * Open the ScummVM wince/PocketScumm workspace * Enter the SDLAudio directory to your includes path * Enter the compiled SDLAudio.lib to your link libraries list * Now it should compile successfully 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 if you installed SDL etc. via Fink and into /sw. If you have installed SDL in another way, you'll have to edit the Makefile). X.X) Credits: ---- -------- The ScummVM team: James Brown - Lead developer Max Horn - Lead developer Torbjorn Andersson - Engine: SCUMM, Broken Sword II David Eriksson - Engine: Flight of the Amazon Queen Robert Goeffringmann - Engine: Beneath a Steel Sky, Broken Sword I Jonathan Gray - Engine: SCUMM, Broken Sword II Travis Howell - Engine: SCUMM, Simon the Sorcerer Oliver Kiehl - Engine: Beneath a Steel Sky, Simon Pawel Kolodziejski - Engine: SCUMM (Codecs, iMUSE, Smush, etc.) Gregory Montoir - Engine: Flight of the Amazon Queen Joost Peters - Engine: Beneath a Steel Sky, Flight of the Amazon Queen Eugene Sandulenko - Engine: SCUMM (FT INSANE, bugfixes) Chris Apers - Port: PalmOS Nicolas Bacca - Port: PocketPC/WinCE port Marcus Comstedt - Port: Dreamcast Ruediger Hanke - Port: MorphOS Peter Moraliyski - Port: GP32 Lionel Ulmer - Port: X11 Jamieson Christian - iMUSE, MIDI, all things musical. Jochen Hoenicke - Speaker & PCjr sound support, Adlib work Jeremy Newman - Webmaster Retired Team Members: Ralph Brorsen - Help with GUI implementation Vincent Hamm - Co-Founder Felix Jakschitsch - Zak256 reverse engineering Mutwin Kraus - Original MacOS porter Ludvig Strigeus - Original ScummVM and SimonVM author Contributors: Andreas Roever - Broken Sword 1/2 MPEG2 cutscene support Quietust - Sound support for Amiga SCUMM V2 - V3 games Stuart Caie - Decoders for Simon 1 Amiga data files Janne Huttunen - V3 actor mask support, Dig/FT Smush audio Kovacs Endre Janos - Several fixes for Simon1 Jeroen Janssen - Numerous readability and bugfix patches Claudio Matsuoka - Daily Linux/BeOS builds Mikesch Nepomuk - MI1 VGA floppy patches. Nicolas Noble - Config file and ALSA support Edward Rudd - Fixes for playing MP3 versions of MI1/Loom audio Daniel Schepler - Final MI1 CD music support/ Initial Ogg Vorbis support Andre Souza - SDL-based OpenGL renderer Tim 'realmz' - Initial MI1 CD music support Tore Anderson - Packaging for Debian GNU/Linux And to all the contributors, users, and beta testers we've missed. Thanks! Special thanks to: Sander Buskens - For his work on the initial reversing of Monkey2 Kevin Carnes - For Scumm16, the basis of ScummVM older gfx codec Jim Leiterman - Various info on his FM-TOWNS/Marty SCUMM ports Jimmi Thogersen - For ScummRev, and much obscure code/documentation Tony Warriner and everyone at Revolution Software Ltd. for sharing with us the source of some of their brilliant games, allowing us to release Beneath a Steel Sky as freeware... and generally being supportive above and beyond the call of duty. John Passfield and Steve Stamatiadis for sharing the source of their classic title, Flight of the Amazon Queen and also being incredibly supportive. Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at LucasFilm/LucasArts who made SCUMM the insane mess to reimplement that it is today. Feel free to drop us a line and tell us what you think, guys! ------------------------------------------------------------------------ Good Luck and Happy Adventuring! The ScummVM team. http://www.scummvm.org/ ------------------------------------------------------------------------