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ScummVM README Last updated: 2002-12-04 Release version: 0.3.1cvs ------------------------------------------------------------------------ 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/ About: ------ ScummVM is an implementation of the SCUMM (Script Creation Utility for Maniac Mansion) engine used in various Lucas Arts games such as Monkey Island and Day of the Tentacle. At this time ScummVM should be considered ALPHA software, as it's still under heavy development. Be aware that while many games will work with few major bugs, crashes can happen. Also note that saved games can, and probably will, be incompatible between releases. Also ScummVM is capable of playing several non-SCUMM games, at the moment this includes Simon The Sorcerer. 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! 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, irc.freenode.net) Supported Games: ---------------- At the moment the following games have been reported to work, and should be playable to the end: Indiana Jones & the Last Crusade (256) [Game: indy3] Loom (256 color CD version) [Game: loomcd] Zak McKracken (256 color FM Towns version) [Game: zak256] Monkey Island 1 (VGA version) [Game: monkeyvga] Monkey Island 1 (CD version) [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] Simon The Sorcerer [Game: simon1dos/simon1talkie/simon1win] Simon the Sorcerer II [Game: simon2dos/simon2talkie/simon2win] 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. Full Throttle [Game: ft] The following games are SCUMM engine, but NOT supported by ScummVM (yet). Maniac Mansion Zak McKracken (16 color floppy version) Monkey Island 1 (EGA, 16 color floppy version) Loom (16 color floppy version) Curse of Monkey Island 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. 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) Unix - SDL/X11 (includes iPaq devices running Linux) Macintosh - SDL/CUSTOM (Including Classic and Mac OS X) AmigaOS - SDL/AGA MorphOS - SDL BeOS - SDL Acorn (RiscOS) - ??? Dreamcast - ??? UNIX - SDL (SDL may work on Solaris, IRIX, *BSD) Known Bugs: ----------- This release has the following known bugs. 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. Simon The Sorcerer: - No inventory scrolling arrows shown in simon1dos and simon1talkie, can still move around inventory though. - simon1dos freezes briefly after Swampling leaves his house and when talking to demons in Sordid's Tower - Some minor graphical glitches Simon The Sorcerer II: - No music in simon2dos and simon2talkie - Some music is missing or wrong in simon2win - Some graphical glitches Indy 3 (The Last Crusade): - Music and Sound may not play - In some rooms Indy may be able to walk to odd places - Fighting is slightly unpredictable, use the numpad (with numlock) or the top row number keys. Fighting is best avoided. - There are some minor graphical glitches Indy 4 (Fate Of Atlantis): - Keyboard fighting does not work. ScummVM now defaults to using mouse fighting. Sam and Max: - Subgames are not all fully functional. Zak McKracken Fm Towns: - The Fm Towns 256 color version of Zak McKracken is rare, And as the ScummVM team does not encourage piracy in any way, we do not know where to buy or download a copy of this game. Petition LucasArts to re-release it :) All CD games: - If you are experiencing random crashes, and your game plays music from CD, you have encountered a Windows bug. Try copying the data files from CD to your hard disk, and running them from there. Simon the Sorcerer 1 and 2 games note -------------------------------------- The Simon the Sorcerer 1 & 2 games were split into six targets to make coding easier and to make it more clear which target should be used: 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 for DOS (CD) simon2talkie - Use for Simon the Sorcerer 2 Talkie for DOS (CD) simon1win - Use for Simon the Sorcerer 1 Talkie for Windows (CD) simon2win - Use for Simon the Sorcerer 2 Talkie for Windows (CD) 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. The filenames of saved games for Simon the Sorcerer 1 & 2 were changed too: Simon the Sorcerer 1 uses simon1.00x (Where x is the slot number) Simon the Sorcerer 2 uses simon2.00x (Where x is the slot number) So if you have any old save games you will need to change their filenames to use them 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 existing bug list, and compatibility listing for that game, to ensure the issue is not already known. Do NOT report bugs on games that are not listed as being completable above. 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, etc) - Version of game (Talkie, Floppy...) - Platform and Compiler (Win32, Linux, FreeBSD, etc) - 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. 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. You can also comment/uncomment appropriate lines in the build.rules file to use sdl_gl.cpp instead of sdl.cpp. This allows hardware accelerated bilinear filtering by using OpenGL textures. 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 make (or gmake if that's what GNU make is called on your system) and hopefully ScummVM will compile for you. Microsoft Visual C++: * Open the workspace, scummwm.dsw * Enter the path to the SDL include files in Tools|Options|Directories * Now it should compile successfully. BeOS: * Open the 'scummvm.proj' file in BeIDE. Compile as normal. 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', 'libsdl1.2-dev', and 'libmad0-dev' on your system. * Optional: Install the 'libvorbis-dev' and/or the 'libasound2-dev' packages, and edit the Makefile to turn on support for Ogg Vorbis and/or the ALSA sequencer. * 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. * Edit backends/sdl/build.rules, and enable the Mac OS X specific line(s). * Depending on where you have installed SDL, you have to add the location of its headers to the INCLUDES variables. For example if you installed SDL via Fink, you can add this at the end of build.rules: INCLUDES+= -I/sw/include * You can now 'make' to create a command line binary. * To get a version you can run from Finder, type 'make bundle' which will create ScummVM.app. Running: -------- Before you run the engine, you need to put the game's datafiles in a directory. The filenames must be in lowercase on *nix systems (monkey2.000 and monkey2.001). If you use a game with speech, the file monster.sou must reside in the same directory as the datafiles. For example, to run a copy of Monkey Island installed in C:\Games\LucasArts under Windows, you would make a shortcut calling this command: C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey Under Unix, the commandline would be: /path/to/scummvm -f -p/games/LucasArts/monkey/ monkey Or, if you have, for example, Full Throttle on CD, and your CD drive is D:, and you wish to disable subtitles and run in fullscreen: C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft /path/to/scummvm -f -n -p/mnt/cdrom/resource/ ft Note that if you run the game once this way, and specify the -w commandline parameter (or edit the config file manually), ScummVM will remember the path, and other settings for this game. Documentation on the configuration file can be found near the end of this readme. 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 For the adventurous, who like to live on the edge... you can download daily builds of Win32 from the Download page of the main ScummVM homepage. Command Line Options: --------------------- scummvm [OPTIONS] [GAME] [GAME] - Short name of game to load. For example, 'monkey' for Monkey Island. -p<path> - Path to where the game is installed. Default is Cwd. -b<num> - Start in room <num>. -c<num> - Drive to play cd audio from. E.g., 0 is first drive. -o<num> - Set the master volume, 0-255. Default is '192' -s<num> - Set the sfx volume, 0-255. Default is '192' -m<num> - Set the music volume, 0-255. Default is '192' -t<num> - Set music tempo. Adlib default: 0x1D9000, Midi: 0x4A0000 -e<mode> - Select sound engine. See below. -g<mode> - Select graphics scaler. See below. -f - Full-screen mode. -n - Disable subtitles. Use with games that have voice. -y - Set talk speed ('yak option'). Default is '60' -a - Enable amiga pal conversion, for playing Amiga versions -d[<num>] - Set debug verbosity to <num> -w[<file>] - Write configuration file -l<file> - Load alternate configuration file -x[<num>] - Save game slot to load (default: autosave) -z - Display list of games Hot Keys: --------- ScummVM supports various in game hotkeys. They differ between the scumm and simon games. Common: Ctrl-z OR Alt-x - quit Keyboard Arrow Keys - simulate mouse movement Ctrl-f - runs in fast mode. Ctrl-Alt 1-8 - Switch between graphics filters Ctrl-Alt 1 - Switch beetwen bilinear and non-linear filtering [OpenGL backend] Ctrl-Alt 2 - Don't fit the game in the whole screen (black borders) [OpenGL backend] Ctrl-Alt 3 - Fit the game in the whole screen (no black borders) [OpenGL backend] Ctrl-Alt 4-7 - Zoom [OpenGL backend] 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. 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 Alt-Enter - toggles full screen/windowed Enter - simulate left mouse button press Tab - simulate right mouse button press Simon: - and + - music volume, down/up m - music on/off s - sound effects on/off b - background sounds on/off 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 loose synchronisation 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. They are: normal - No filtering, original 320x200 resolution. Fastest. 2x - No filtering, double screen/window size to 640x400 (default) 3x - No filtering, triple screen/window size to 960x600 2xsai - 2xsai filtering, double screen/window size to 640x400 super2xsai - Enhanced 2xsai filtering. 640x400 screen/window size supereagle - Less blurry than 2xsai, but slower. Also 640x400 advmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI. tv2x - 640x400 scaling. Horizontal scanlines. 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 FmTowns version of Zak (zak256 target) uses an original resolution of 320x240 - hence for this game scalers will scale to 640x480 or 960x720. 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 only applies to Scumm games, not other games (such as Simon the Sorcerer) 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 can, and probably WILL, break between ScummVM releases. Bash (Unix) Example: export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/ Windows example: set SCUMMVM_SAVEPATH=C:\saved_games\ 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) 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 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. Playing sound with MIDI emulation: ---------------------------------- Until recently, some games (particularly Sam and Max) were only able to run in MIDI mode. This 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. 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. 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. 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" to your sequencer port - e.g. 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". On my system it gives me the output: 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 ' It means the external MIDI output of my sound card is located on the port 64:0, that I've got four WaveTable MIDI outputs in 65:0, 65:1, 65:2 and 65:3, and that I've got 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. If you manage to do so, please mail me since I managed to get it working only once, and never again. If you don't have a MIDI capable soundcard, or if you want to take advantage of your TiMidity samples, then you can ask TiMidity to become an ALSA sequencer output. Here is a quick way to do so: timidity -iAqqq -B2,8 -Os1S -s 44100 & If you get distorted output with this setting try dropping the -B2,8 or changing the value. Then the TiMidity port will be visible from the 'aconnect -o -l' list. You should launch it as root, since it will try to set up some real time priority. 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 sampled at 22 kHz. This can be done with the following LAME command line: lame -t -q 0 -b 96 --resample 22.05 track1.wav track1.mp3 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 to be sampled at 22 kHz. 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 --resample 22050 track1.wav 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. Make a backup file of your MONSTER.SOU before attempting this. Copy your MONSTER.SOU file to a temporary folder. Then run: extract monster.sou In about 30 minutes or so, you will have a much smaller monster.so3 file, copy this file to your game dir. You can safely remove the monster.sou file. Compressing MONSTER.SOU with Ogg Vorbis: ---------------------------------------- As above but run: extract --vorbis monster.sou This should produce a smaller monster.sog file, which you should copy to your game dir. 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 Macintoh for this, accessing the CD/floppy data might be tricky. There are various tools on the net for this, though. Secondly, most of the newer games shipped only with a single data file on the Macintosh. You first have to run the 'rescumm' tool from the scummvm-tools package to extract the data files ScummVM excpects. You invoke rescumm like this (where DATAFILE is the path to the single big data file): rescumm DATAFILE It will extract the data into the current directory, so make sure to run it from a writable directory. 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\ [germandott] gameid=tentacle path=C:\german\tentacle\ description=German version of DOTT [tentacle] path=C:\tentacle\ nosubtitles=true master_volume=98 music_volume=40 sfx_volume=255 [loomcd] cdrom=1 path=C:\loom\ talkspeed=55 [monkey2] path=C:\amiga_mi2\ music_driver=windows amiga=true Credits: -------- The core ScummVM team: James Brown - Lead developer Vincent Hamm - Developer (retired) Max Horn - Developer, MacOS X port, new GUI Jeremy Newman - Webmaster Ludvig Strigeus - Original ScummVM author, initial Simon support (retired) Developers: Torbjorn Andersson - Many different contributions Nicolas Bacca - PocketPC/WinCE port Ralph Brorsen - Helped write the new GUI Jamieson Christian - Lots of work on iMuse/MIDI Marcus Comstedt - Dreamcast port Jonathan Gray - Expert weaver in the Loom Ruediger Hanke - MorphOS port Travis Howell - Daily Win32 builds, Simon The Sorcerer work Felix Jakschitsch - His hard work on Zak256 Oliver Kiehl - Simon The Sorcerer work Pawel Kolodziejski - Added missing Dig SMUSH codecs, iMuse work Mutwin Kraus - MacOS Carbon port (retired) Peter Moraliyski - GP32 port Nicolas Noble - Config file and ALSA support Lionel Ulmer - X11 backend Contributors: 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 (http://scummvm.sf.net/daily/) Gregory Montoir - AdvanceMAME Scale-2X and TV 2x implementation Mikesch Nepomuk - MI1 VGA Floppy patches. Edward Rudd - Fixes for playing MP3 versions of MI1/Loom Audio Daniel Schepler - Final MI1 CD music support Andre Souza - SDL-based OpenGL renderer Tim 'realmz' - Initial MI1 CD music support 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 Jimmi Thogersen - For ScummRev, and much obscure code/documentation Kevin Carnes - For Scumm16, the basis of ScummVM older gfx codecs 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/ ------------------------------------------------------------------------