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2002-02-16 03:59:18 +00:00
dc Neato demo-effect when game selected. ;) 2002-02-03 14:56:11 +00:00
debian Fixed invalid debian control file 2002-01-25 18:01:27 +00:00
sound First part of Yazoo and mines work on making older scumm games work. 2002-02-12 18:20:37 +00:00
wince converted internal representation of palette from 6-bit to 8-bit 2001-12-11 13:34:15 +00:00
actor.cpp Fixed actor scalling in Zak and indy3 2002-02-15 13:11:51 +00:00
akos.cpp Added newline at end of file to fix gcc warnings. 2002-02-02 19:07:32 +00:00
boxes.cpp Another fix for the actor scalling 2002-02-15 13:49:55 +00:00
copying.txt Initial revision 2001-10-09 14:30:12 +00:00
costume.cpp Indy3 256 now boot. Disabled costumes for zak256 and indy3_256 since they can crash sdl 2002-02-14 22:51:01 +00:00
debug.cpp better full throttle support, 2001-12-27 17:51:58 +00:00
debugrl.cpp Merged Tom Dunstan's debugger readline patch. Define 2001-11-19 00:04:34 +00:00
debugrl.h Merged Tom Dunstan's debugger readline patch. Define 2001-11-19 00:04:34 +00:00
gfx.cpp Fixed some really silly typos in the 9th decoder. 2002-02-15 16:02:24 +00:00
gui.cpp fixed bug in Gui::queryString where -1 was used to index an array. (Thanks drigo) 2002-01-23 17:27:26 +00:00
gui.h Added newline at end of file to fix gcc warnings. 2002-02-02 19:07:32 +00:00
Makefile Fixed two missing files from make dist. 2002-01-15 13:23:06 +00:00
Makefile.mingw Added mingw support and makefile. 2002-02-16 00:28:37 +00:00
object.cpp Zak256 object image fix! 2002-02-15 21:17:42 +00:00
readme.txt added SCUMMVM_SAVEPATH environment variable that specifies where savegames are stored. 2002-02-03 16:38:29 +00:00
resource.cpp Partialy fixed Indy3 intro 2002-02-15 00:46:51 +00:00
saveload.cpp added SCUMMVM_SAVEPATH environment variable that specifies where savegames are stored. 2002-02-03 16:38:29 +00:00
script_v1.cpp A few small hacks to make Indy3 (256) run through the intro.. 2002-02-16 03:59:18 +00:00
script_v2.cpp full throttle speech, 2002-01-02 11:50:28 +00:00
script.cpp Just some debugging stuff I find handy. 2002-02-15 06:42:41 +00:00
scumm.h Fixed actor scalling in Zak and indy3 2002-02-15 13:11:51 +00:00
scummsys.h Added mingw support and makefile. 2002-02-16 00:28:37 +00:00
scummvm.6 Merged David Given's debian control files. 2001-11-19 11:37:38 +00:00
scummvm.cpp Fixed actor scalling in Zak and indy3 2002-02-15 13:11:51 +00:00
scummvm.dsp implemented shaking, 2001-12-28 15:26:28 +00:00
scummvm.dsw Initial revision 2001-10-09 14:30:12 +00:00
scummvm.spec Added RPM specfile. 2001-11-20 01:49:27 +00:00
sdl.cpp Further LFL additions. Zak256 plays bits of its intro, and LoomCD partially runs (may need 2002-02-12 21:28:07 +00:00
sound.cpp Partialy fixed Indy3 intro 2002-02-15 00:46:51 +00:00
sound.h fixed to compile on unix 2001-12-01 17:25:36 +00:00
stdafx.cpp Initial revision 2001-10-09 14:30:12 +00:00
stdafx.h Added ability for ports to override all includes in stdafx.h. To use this feature 2001-11-20 07:13:01 +00:00
string.cpp A few small hacks to make Indy3 (256) run through the intro.. 2002-02-16 03:59:18 +00:00
sys.cpp define NEED_STRDUP on systems that don't have strdup 2002-01-23 17:26:01 +00:00
verbs.cpp Removed debug stuff 2002-02-15 17:21:54 +00:00
whatsnew.txt updated for version 0.1.0 2002-01-13 19:49:26 +00:00
windows.cpp implemented shaking, 2001-12-28 15:26:28 +00:00

2002-02-03

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

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

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

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

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

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


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

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

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

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

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

$ timidity -irv 7777

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

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

Good Luck,
The ScummVM team.