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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 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 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 Using compressed audio files (MP3, Ogg Vorbis, Flac) * 7.8 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 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] 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 Cocktel 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 ABC Time [BluesABCTime] Blue's Birthday Adventure [BluesBirthday] Elvira II - The Jaws of Cerberus [elvira2] 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 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 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 'rescumm' 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. 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. 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 provided separately as OGG Vorbis audio too. 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) 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 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 Nintendo DS PalmOS PlayStation 2 PlayStation Portable RISC OS Symbian 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: ---- ---------------- Before you run the engine, you need to put the game's data files 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 data files. 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 --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. --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 games 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). 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 game (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. 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. 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. 7.6.0) 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 -- 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 "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 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. 7.7.0) 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 7.7.1) 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 7.7.2) 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. 7.7.3) 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. 7.7.4) 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. 7.7.5) 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. 7.7.6) 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. 7.7.7) 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. 7.7.8) 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. 7.8) 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 the Makefile). * 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. ------------------------------------------------------------------------ Good Luck and Happy Adventuring! The ScummVM team. http://www.scummvm.org/ ------------------------------------------------------------------------