Vicent Marti 7d797c878d Merged revisions 32701,32705,32727-32728,32730-32733,32737-32738,32742,32744-32745,32747,32750-32759,32762-32764,32769,32777,32783,32785-32786,32789-32791,32798-32799,32801-32807,32809-32812,32816-32817,32819-32821,32823-32830,32832-32836,32838-32844,32846-32850,32852-32854,32858-32859,32865-32868,32873-32874,32879,32883,32895,32899,32902-32904,32910-32912,32923-32924,32930-32931,32938,32940,32948-32949,32951,32960-32964,32966-32970,32972-32974,32976,32978,32983,32986-32990,32992,32994,33002-33004,33006-33007,33009-33010,33014,33017,33021-33023,33030,33033,33052-33053,33056-33058,33061-33064,33068,33070,33072,33075,33078-33079,33083,33086-33087,33089,33094-33096,33098-33099,33104,33108-33109,33114-33117,33120,33135-33146,33160,33162,33165,33167-33169,33188-33189,33191-33193,33196,33198,33202-33203,33206,33210,33212,33218-33220,33222,33224-33226,33229-33243,33246,33248-33250,33252,33258-33261,33263,33266,33270,33272-33283,33285,33287-33290,33295-33298,33321,33325-33330,33332-33335,33337-33340,33342,33345,33347,33349-33350,33352-33357,33359-33367,33369-33371,33373,33375-33377,33379-33380,33383-33385,33387-33389,33392-33394,33400-33402,33404-33405,33407-33410,33412-33416,33418-33419,33425-33427,33432,33436-33438,33444,33446,33452-33453,33455-33459,33463-33464,33466-33471,33473-33474,33478 via svnmerge from
https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk

................
  r32701 | Tanoku | 2008-06-14 16:44:06 +0200 (Sat, 14 Jun 2008) | 1 line
  
  Updated MS Visual Studio project files for MusicPlugin.
................
  r32705 | sev | 2008-06-15 09:15:58 +0200 (Sun, 15 Jun 2008) | 2 lines
  
  Make null plugin compilable
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  r32727 | thebluegr | 2008-06-17 20:27:03 +0200 (Tue, 17 Jun 2008) | 1 line
  
  Removed duplicate code
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  r32728 | thebluegr | 2008-06-17 23:52:58 +0200 (Tue, 17 Jun 2008) | 1 line
  
  Possible fix for bug  #1979086 - "DRASCULA: Wrong language detection(?) and crash"
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  r32730 | buddha_ | 2008-06-18 05:31:13 +0200 (Wed, 18 Jun 2008) | 1 line
  
  Fixed a small discrepancy in Delphine unpacker's command 00b's documentation (Parameter range is 1..8, not 1..9).
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  r32731 | john_doe | 2008-06-18 13:01:51 +0200 (Wed, 18 Jun 2008) | 4 lines
  
  - Fixed sprite drawing in Rodney's Funscreen
  - Handle mouse button up events and event number fixes in MadeEngine::handleEvents()
  - Use milliseconds -> game ticks calculation based on Windows version of the original engine
  - "Rodney's Fun Screen" -> "Rodney's Funscreen"
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  r32732 | fingolfin | 2008-06-18 21:46:50 +0200 (Wed, 18 Jun 2008) | 1 line
  
  Setting svn:ignore for backends/fs/wii
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  r32733 | fingolfin | 2008-06-18 23:02:52 +0200 (Wed, 18 Jun 2008) | 1 line
  
  Renamed M4Surface::empty() to clear() (two reason: empty is not a verb, and in class String it is used for a bool property)
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  r32737 | drmccoy | 2008-06-19 18:27:49 +0200 (Thu, 19 Jun 2008) | 2 lines
  
  Only try playing object videos when the game version supports that (only Woodruff, for now)
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  r32738 | drmccoy | 2008-06-20 00:54:17 +0200 (Fri, 20 Jun 2008) | 2 lines
  
  Fixed a palette issue in Lost in Time
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  r32742 | cpage88 | 2008-06-20 22:20:46 +0200 (Fri, 20 Jun 2008) | 117 lines
  
  Merged revisions 31992,32088,32094,32129,32203,32208,32219,32236,32329,32332-32333,32357,32504,32519,32525,32566,32578,32641-32642,32673,32675,32677,32679-32680,32718-32719,32721,32739 via svnmerge from 
  https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/branches/gsoc2008-rtl
  
  ........
    r31992 | cpage88 | 2008-05-10 18:44:46 -0500 (Sat, 10 May 2008) | 1 line
    
    Modified game loop to return to launcher, codeblocks layouts update 1.5->1.6
  ........
    r32088 | cpage88 | 2008-05-13 11:09:57 -0500 (Tue, 13 May 2008) | 1 line
    
    used memmove() instead of memcpy() to fix memory overlap error
  ........
    r32094 | cpage88 | 2008-05-13 17:59:19 -0500 (Tue, 13 May 2008) | 1 line
    
    Fixed memory leak by deallocating memory used by window->iconPtr
  ........
    r32129 | cpage88 | 2008-05-14 18:26:32 -0500 (Wed, 14 May 2008) | 1 line
    
    Fixed memory leak when returning to launcher in AGOS engine by properly creating and deleting midi driver pointer
  ........
    r32203 | cpage88 | 2008-05-20 16:40:53 -0500 (Tue, 20 May 2008) | 1 line
    
    AGOS Engine: Began implementation for a new quit event which will cleanly return to the launcher.  This replaces the old shutdown() method within delay()
  ........
    r32208 | cpage88 | 2008-05-21 13:52:27 -0500 (Wed, 21 May 2008) | 1 line
    
    AGOS: Fixed two memory leaks when returning to the launcher (_mouseData and _zoneBuffers)
  ........
    r32219 | cpage88 | 2008-05-22 18:40:36 -0500 (Thu, 22 May 2008) | 1 line
    
    AGOS: Fixed a memory leak from earlier in a better way
  ........
    r32236 | cpage88 | 2008-05-23 19:08:13 -0500 (Fri, 23 May 2008) | 1 line
    
    AGI: Fixed two memory leaks when returning to launcher from AGI Engine
  ........
    r32329 | cpage88 | 2008-05-27 15:15:36 -0500 (Tue, 27 May 2008) | 1 line
    
    AGI: Modified AGI Engine to shutdown without using system->quit
  ........
    r32332 | cpage88 | 2008-05-27 18:26:48 -0500 (Tue, 27 May 2008) | 1 line
    
    CINE: Fixed two memory leaks when shutting down the CINE engine
  ........
    r32333 | cpage88 | 2008-05-27 19:52:45 -0500 (Tue, 27 May 2008) | 1 line
    
    CINE: Initialize exitEngine to 0 in mainLoop() to allow replay after returning to the launcher
  ........
    r32357 | cpage88 | 2008-05-28 18:28:11 -0500 (Wed, 28 May 2008) | 1 line
    
    LURE: Fixed some memory leaks when returning to the launcher from the LURE engine
  ........
    r32504 | cpage88 | 2008-06-02 16:08:49 -0500 (Mon, 02 Jun 2008) | 1 line
    
    PARA: Got rid of calls to system->quit() so that the Parallaction engine can return to the launcher.  Also fixed a couple of memory leaks.
  ........
    r32519 | cpage88 | 2008-06-03 13:24:54 -0500 (Tue, 03 Jun 2008) | 1 line
    
    PARA: Fixed some memory leaks
  ........
    r32525 | cpage88 | 2008-06-04 00:21:47 -0500 (Wed, 04 Jun 2008) | 1 line
    
    QUEEN: Modified engine to use a quit flag instead of system->quit() in order to return to the launcher
  ........
    r32566 | cpage88 | 2008-06-05 19:34:47 -0500 (Thu, 05 Jun 2008) | 1 line
    
    TOUCHE: Fixed a memory leak
  ........
    r32578 | cpage88 | 2008-06-06 11:40:39 -0500 (Fri, 06 Jun 2008) | 1 line
    
    SKY: Fixed a memory leak in SKY engine
  ........
    r32641 | cpage88 | 2008-06-09 17:26:05 -0500 (Mon, 09 Jun 2008) | 1 line
    
    TOUCHE: Reverted some comments that were used for testing purposes
  ........
    r32642 | cpage88 | 2008-06-09 18:15:17 -0500 (Mon, 09 Jun 2008) | 1 line
    
    Implemented popAllCursors() in CursorManager to ensure that all unnecessary cursors are removed from the cursor stack when returning to the launcher
  ........
    r32673 | cpage88 | 2008-06-12 11:58:02 -0500 (Thu, 12 Jun 2008) | 1 line
    
    SAGA: Fixed memory leaks in the SAGA engine
  ........
    r32675 | cpage88 | 2008-06-12 13:11:09 -0500 (Thu, 12 Jun 2008) | 1 line
    
    LURE: Fixed memory leaks in the LURE engine
  ........
    r32677 | cpage88 | 2008-06-12 13:52:43 -0500 (Thu, 12 Jun 2008) | 1 line
    
    CINE: Fixed memory leaks in the CINE engine
  ........
    r32679 | cpage88 | 2008-06-12 14:34:32 -0500 (Thu, 12 Jun 2008) | 1 line
    
    AGOS: Fixed a memory leak in the AGOS engine
  ........
    r32680 | cpage88 | 2008-06-12 14:43:54 -0500 (Thu, 12 Jun 2008) | 1 line
    
    SCUMM: Fixed a memory leak in the SCUMM engine
  ........
    r32718 | cpage88 | 2008-06-16 12:34:58 -0500 (Mon, 16 Jun 2008) | 1 line
    
    AGOS: Found a system->quit(), changed to _quit=true
  ........
    r32719 | cpage88 | 2008-06-16 13:47:32 -0500 (Mon, 16 Jun 2008) | 1 line
    
    Fixed a problem where the function that I previously implemented, popAllCursors(), was causing the mouse cursor to disapear
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    r32721 | cpage88 | 2008-06-16 14:55:59 -0500 (Mon, 16 Jun 2008) | 1 line
    
    Cleaned up some unnecessary comments
  ........
    r32739 | cpage88 | 2008-06-20 14:38:38 -0500 (Fri, 20 Jun 2008) | 1 line
    
    Reverting changes to codeblocks layouts made in revision 31992
  ........
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  r32744 | peres001 | 2008-06-22 07:42:22 +0200 (Sun, 22 Jun 2008) | 1 line
  
  Circular references between Zone/Animation and Command are now manually removed, to allow the objects - which are stored into SharedPtr's - to be deallocated.
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  r32745 | fingolfin | 2008-06-22 12:26:18 +0200 (Sun, 22 Jun 2008) | 1 line
  
  Disabled return to launcher on trunk again
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  r32747 | thebluegr | 2008-06-22 12:29:36 +0200 (Sun, 22 Jun 2008) | 1 line
  
  Updated NEWS about Drascula support
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  r32750 | athrxx | 2008-06-22 14:31:05 +0200 (Sun, 22 Jun 2008) | 1 line
  
  this should fix bug #1997149: KYRA2: no text in spellbook
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  r32751 | lordhoto | 2008-06-22 14:36:38 +0200 (Sun, 22 Jun 2008) | 2 lines
  
  Cleanup.
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  r32752 | lordhoto | 2008-06-22 14:39:40 +0200 (Sun, 22 Jun 2008) | 2 lines
  
  Update comment.
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  r32753 | athrxx | 2008-06-22 14:41:46 +0200 (Sun, 22 Jun 2008) | 1 line
  
  missed this in last commit (bug fix for #1997149)
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  r32754 | lordhoto | 2008-06-22 14:43:32 +0200 (Sun, 22 Jun 2008) | 2 lines
  
  Cleanup.
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  r32755 | lordhoto | 2008-06-22 15:26:22 +0200 (Sun, 22 Jun 2008) | 2 lines
  
  Fixed getTotalPlayTime implementation for MP3InputStream.
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  r32756 | peres001 | 2008-06-22 16:31:45 +0200 (Sun, 22 Jun 2008) | 1 line
  
  Fixed leak when loading sounds for Amiga version of Nippon Safes.
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  r32757 | peres001 | 2008-06-22 16:46:08 +0200 (Sun, 22 Jun 2008) | 1 line
  
  Added constructor and destructor to Dialogue, thus fixing a long standing leak.
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  r32758 | thebluegr | 2008-06-22 19:36:14 +0200 (Sun, 22 Jun 2008) | 1 line
  
  Fixed 2 MSVC warnings (potentially undefined behavior and possibly uninitialized variable used)
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  r32759 | thebluegr | 2008-06-22 19:57:06 +0200 (Sun, 22 Jun 2008) | 1 line
  
  Turned off overzealous warning 4800 - "forcing value to bool 'true' or 'false' (performance warning)"
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  r32762 | peres001 | 2008-06-24 15:21:22 +0200 (Tue, 24 Jun 2008) | 1 line
  
  Fix for bug #2001193. Character confirmation screen didn't appear and game crashed because too many strings were added to the draw list.
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  r32763 | lordhoto | 2008-06-24 15:59:48 +0200 (Tue, 24 Jun 2008) | 2 lines
  
  Added const to some static data.
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  r32764 | jvprat | 2008-06-24 16:23:26 +0200 (Tue, 24 Jun 2008) | 2 lines
  
  Fixed mktemp usage in BSD systems (as noted in bug #2000931)
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  r32769 | buddha_ | 2008-06-24 22:44:37 +0200 (Tue, 24 Jun 2008) | 7 lines
  
  Fixed opcodes:
  - 0xA0: o2_addGfxElementType20 (Was o2_addGfxElementA0)
  Implemented opcodes:
  - 0xA1: o2_removeGfxElementType20 (Was o2_removeGfxElementA0)
  - 0xA2: o2_addGfxElementType21 (Was o2_opA2)
  - 0xA3: o2_removeGfxElementType21 (Was o2_opA3)
  NOTE: Drawing of type 21 overlay elements isn't coded yet.
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  r32777 | thebluegr | 2008-06-25 10:36:07 +0200 (Wed, 25 Jun 2008) | 1 line
  
  Possible fix for (for the drascula engine) for bug #2001583 - "WINCE: CRUISE and DRASCULA engines can not be compiled"
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  r32783 | thebluegr | 2008-06-25 14:02:34 +0200 (Wed, 25 Jun 2008) | 1 line
  
  Added patch from bug report #2001189 - "DRASCULA: Wrong intro music in Spanish version"
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  r32785 | buddha_ | 2008-06-25 17:09:24 +0200 (Wed, 25 Jun 2008) | 5 lines
  
  Implemented opcode:
  - 0x8D: o2_op8D (Didn't come up with a descriptive name yet)
  Compares ranges of x, y and mask parameters between two objects.
  Possibly some kind of an intersection testing function?
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  r32786 | buddha_ | 2008-06-25 19:14:44 +0200 (Wed, 25 Jun 2008) | 4 lines
  
  Implemented opcode:
  - 0x82: o2_modifySeqListElement (Was o2_op82)
  Seeks a matching element from the seqList and modifies its values.
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  r32789 | buddha_ | 2008-06-25 20:51:44 +0200 (Wed, 25 Jun 2008) | 1 line
  
  Added FIXME about the broken implementation of opcode 0x9A (o2_wasZoneChecked).
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  r32790 | buddha_ | 2008-06-25 23:57:08 +0200 (Wed, 25 Jun 2008) | 5 lines
  
  Implemented support for zoneQuery (Operation Stealth specific).
  Fixed opcodes (related to zoneQuery):
  - 0x08: o1_checkCollision
  - 0x9A: o2_wasZoneChecked
  NOTE: Savegame support for the zoneQuery data is broken
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  r32791 | buddha_ | 2008-06-26 00:13:18 +0200 (Thu, 26 Jun 2008) | 1 line
  
  Fix for GCC warning (Warned about testing x >= 0 when x is unsigned and therefore the test is always true).
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  r32798 | cyx | 2008-06-26 12:12:12 +0200 (Thu, 26 Jun 2008) | 1 line
  
  moved midi driver object creation to MidiPlayer class (to match delete call)
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  r32799 | cyx | 2008-06-26 12:12:47 +0200 (Thu, 26 Jun 2008) | 1 line
  
  fix possible oob access
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  r32801 | buddha_ | 2008-06-26 17:16:15 +0200 (Thu, 26 Jun 2008) | 1 line
  
  Comments update.
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  r32802 | buddha_ | 2008-06-26 17:44:26 +0200 (Thu, 26 Jun 2008) | 1 line
  
  Comments update.
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  r32803 | anotherguest | 2008-06-26 18:51:02 +0200 (Thu, 26 Jun 2008) | 1 line
  
  Fixed Symbian buildsystem for new defines. Fixed ARM asm syntax for Symbian build.
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  r32804 | buddha_ | 2008-06-26 19:29:21 +0200 (Thu, 26 Jun 2008) | 4 lines
  
  Fixed opcode:
  - 0x83: o2_isSeqRunning (Should it be named o2_isSeqNotRunning?)
  -- Added previously missing test part
  -- Negated the result (It was backwards before!)
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  r32805 | anotherguest | 2008-06-26 20:31:33 +0200 (Thu, 26 Jun 2008) | 1 line
  
  Changed default paths
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  r32806 | anotherguest | 2008-06-26 20:45:46 +0200 (Thu, 26 Jun 2008) | 1 line
  
  Remove inclusion of .o in mmp.in
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  r32807 | athrxx | 2008-06-26 21:42:59 +0200 (Thu, 26 Jun 2008) | 3 lines
  
  - improved hof music support for fm-towns (driver for *.twn tracks) (still needs quite some work)
  - some PC-98 music support since it uses a very similar driver, but this can't be considered working yet)
  - Kyra 1 PC-98 music doen't work at all since I haven't figured out yet how to turn track numbers into the corresponding music file names (might require a hard coded track map)
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  r32809 | drmccoy | 2008-06-26 21:56:18 +0200 (Thu, 26 Jun 2008) | 2 lines
  
  Fixing compilation for me. There are still lots of "cast casts away constness" warnings, though
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  r32810 | athrxx | 2008-06-26 22:13:04 +0200 (Thu, 26 Jun 2008) | 1 line
  
  cleanup
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  r32811 | athrxx | 2008-06-26 22:30:43 +0200 (Thu, 26 Jun 2008) | 1 line
  
  more cleanup
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  r32812 | athrxx | 2008-06-26 22:43:23 +0200 (Thu, 26 Jun 2008) | 1 line
  
  fix bad const casts
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  r32816 | buddha_ | 2008-06-27 01:30:45 +0200 (Fri, 27 Jun 2008) | 1 line
  
  Implemented Operation Stealth's version of addOverlay(objectIndex, overlayType).
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  r32817 | john_doe | 2008-06-27 11:57:38 +0200 (Fri, 27 Jun 2008) | 2 lines
  
  - Fixed umlauts in printText
  - Don't exit when a pmv video couldn't be found
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  r32819 | athrxx | 2008-06-28 15:13:37 +0200 (Sat, 28 Jun 2008) | 2 lines
  
  - HOF: bug fix for music driver
  - KYRA1 PC98: fix music file selection
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  r32820 | peres001 | 2008-06-28 15:31:58 +0200 (Sat, 28 Jun 2008) | 1 line
  
  Added comment for fix for bug #2001193.
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  r32821 | athrxx | 2008-06-28 15:40:03 +0200 (Sat, 28 Jun 2008) | 1 line
  
  hof: remove debug code
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  r32823 | joostp | 2008-06-28 15:53:39 +0200 (Sat, 28 Jun 2008) | 2 lines
  
  add getFilesystemFactory() method to null backend
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  r32824 | fingolfin | 2008-06-28 16:14:16 +0200 (Sat, 28 Jun 2008) | 1 line
  
  Removed OSystem::getFilesystemFactory() default implentation, as announced
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  r32825 | fingolfin | 2008-06-28 17:00:27 +0200 (Sat, 28 Jun 2008) | 1 line
  
  Removed dead X11 backend
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  r32826 | fingolfin | 2008-06-28 17:13:54 +0200 (Sat, 28 Jun 2008) | 1 line
  
  Removed obsolete ::clearSoundCallback() code
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  r32827 | fingolfin | 2008-06-28 17:27:40 +0200 (Sat, 28 Jun 2008) | 1 line
  
  Doxygenified a comment
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  r32828 | fingolfin | 2008-06-28 17:28:29 +0200 (Sat, 28 Jun 2008) | 1 line
  
  Patch ##1956946 (Audio::Mixer internal API revision) with some tweaks
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  r32829 | athrxx | 2008-06-28 17:36:50 +0200 (Sat, 28 Jun 2008) | 1 line
  
  - implement music fading for Hof FM-Towns
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  r32830 | eriktorbjorn | 2008-06-28 18:00:04 +0200 (Sat, 28 Jun 2008) | 2 lines
  
  Fixed warning. (Hopefully without breaking anything.)
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  r32832 | marcus_c | 2008-06-29 00:16:51 +0200 (Sun, 29 Jun 2008) | 1 line
  
  Set $(DEPDIR).
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  r32833 | peres001 | 2008-06-29 11:30:32 +0200 (Sun, 29 Jun 2008) | 1 line
  
  Changed all remaining code to use the GfxObj class to keep frames data. This allows for more uniform processing during rendering, and also fixes the display of dialogue faces for BRA.
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  r32834 | peres001 | 2008-06-29 11:56:44 +0200 (Sun, 29 Jun 2008) | 1 line
  
  Merged the three render lists (for animations, doors and objects) into a single one.
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  r32835 | djwillis | 2008-06-29 12:16:20 +0200 (Sun, 29 Jun 2008) | 1 line
  
  Small GP2X tidy (mostly svn:executable on scripts) and fixes needed to reflect "Patch ##1956946 (Audio::Mixer internal API revision)"
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  r32836 | marcus_c | 2008-06-29 13:51:47 +0200 (Sun, 29 Jun 2008) | 1 line
  
  New Mixer API.
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  r32838 | marcus_c | 2008-06-29 14:10:38 +0200 (Sun, 29 Jun 2008) | 1 line
  
  Updated to use new EngineMan.detectGames() API.
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  r32839 | knakos | 2008-06-29 16:40:41 +0200 (Sun, 29 Jun 2008) | 1 line
  
  finish up new mixer changes
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  r32840 | knakos | 2008-06-29 16:41:44 +0200 (Sun, 29 Jun 2008) | 1 line
  
  fix some quirks of the newer build system
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  r32841 | athrxx | 2008-06-29 17:25:45 +0200 (Sun, 29 Jun 2008) | 2 lines
  
  - some more work on the Hof FM-Towns/PC98 music driver
  - move channels to a separate class
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  r32842 | athrxx | 2008-06-29 17:59:35 +0200 (Sun, 29 Jun 2008) | 1 line
  
  cleanup
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  r32843 | athrxx | 2008-06-29 18:07:29 +0200 (Sun, 29 Jun 2008) | 1 line
  
  fix warning
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  r32844 | knakos | 2008-06-29 18:58:27 +0200 (Sun, 29 Jun 2008) | 1 line
  
  adding a fixme
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  r32846 | joostp | 2008-06-30 01:36:44 +0200 (Mon, 30 Jun 2008) | 2 lines
  
  changes required for new mixer API + implement getMillis() and delayMillis() using gettimeofday() and usleep() resp.
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  r32847 | peres001 | 2008-06-30 03:36:50 +0200 (Mon, 30 Jun 2008) | 1 line
  
  Small cleanup/shuffling of Gfx code.
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  r32848 | buddha_ | 2008-06-30 05:33:08 +0200 (Mon, 30 Jun 2008) | 1 line
  
  Implemented resetGfxEntityEntry and made it used where appropriate (The function wasn't very easy to reverse engineer so it may have flaws still, but let's hope it doesn't ;-)).
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  r32849 | thebluegr | 2008-06-30 10:46:20 +0200 (Mon, 30 Jun 2008) | 1 line
  
  Updated MSVC project files for commit #32828
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  r32850 | buddha_ | 2008-06-30 19:24:23 +0200 (Mon, 30 Jun 2008) | 1 line
  
  Fixed addAni (A test before using resetGfxEntityEntry was incorrect). Also added comments and checked that most 8-bit values used in this function are used as signed integers.
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  r32852 | buddha_ | 2008-06-30 20:15:34 +0200 (Mon, 30 Jun 2008) | 1 line
  
  Removed TODO from checkCollision: Updating zoneQuery each time checkCollision is called seems to be fine.
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  r32853 | anotherguest | 2008-06-30 21:10:32 +0200 (Mon, 30 Jun 2008) | 1 line
  
  del instead of rm command
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  r32854 | athrxx | 2008-06-30 23:55:08 +0200 (Mon, 30 Jun 2008) | 2 lines
  
  - this fixes Hof PC98 music initialization
  - music sounds exactly like FM-Towns for now
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  r32858 | lordhoto | 2008-07-01 01:39:56 +0200 (Tue, 01 Jul 2008) | 2 lines
  
  Added support for Spanish fan translation of kyra3 (See fr #1994040 "KYRA3: Add support for Spanish fan translation").
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  r32859 | lordhoto | 2008-07-01 01:44:33 +0200 (Tue, 01 Jul 2008) | 2 lines
  
  Fix game flags for detection entries of installed kyra3 versions.
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  r32865 | fingolfin | 2008-07-01 12:33:25 +0200 (Tue, 01 Jul 2008) | 1 line
  
  Fixed unitialized variables
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  r32866 | dreammaster | 2008-07-01 13:46:29 +0200 (Tue, 01 Jul 2008) | 1 line
  
  Made corrections to the Italian strings
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  r32867 | dreammaster | 2008-07-01 13:48:06 +0200 (Tue, 01 Jul 2008) | 1 line
  
  New lure.dat with corrections to the Italian strings
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  r32868 | fingolfin | 2008-07-01 16:51:44 +0200 (Tue, 01 Jul 2008) | 1 line
  
  Reverted accidental commit of Tinsel changes in engines.mk
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  r32873 | peres001 | 2008-07-02 03:41:08 +0200 (Wed, 02 Jul 2008) | 2 lines
  
  - Changed labels to be GfxObj's, thus removing the Label object altogether.
  - Changed Item's to be almost GfxObj's, since ownership and destruction of underlying resource is an issue here (got to think some more about it).
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  r32874 | buddha_ | 2008-07-02 06:31:50 +0200 (Wed, 02 Jul 2008) | 5 lines
  
  Fully implemented processSeqListElement
  - Added parts that were missing and fixed a couple of errors
  -- One test was backwards and a global variable was written to when it shouldn't have been
  Added global variable inputVar0 that's used in processSeqListElement
  NOTE: inputVar0 isn't updated anywhere yet, so that's a TODO
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  r32879 | sev | 2008-07-03 10:44:29 +0200 (Thu, 03 Jul 2008) | 1 line
  
  Fix for bug #2008054: Parallaction engine doesn't compile under MSVC9
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  r32883 | peres001 | 2008-07-03 12:31:25 +0200 (Thu, 03 Jul 2008) | 1 line
  
  Changed balloons to use GfxObj as well. Next step is to integrate balloons for BRA.
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  r32895 | drmccoy | 2008-07-03 18:25:59 +0200 (Thu, 03 Jul 2008) | 2 lines
  
  Fixing a crash when loading a save made within the cult/bargon building (bug #2005965)
................
  r32899 | athrxx | 2008-07-03 23:09:07 +0200 (Thu, 03 Jul 2008) | 1 line
  
  minor fix for Towns/PC98 music
................
  r32902 | peres001 | 2008-07-04 02:29:21 +0200 (Fri, 04 Jul 2008) | 2 lines
  
  - Moved dialogue balloon management code from Gfx to its own class
  - Added a class to draw balloons in BRA (still without text and with wrong placement)
................
  r32903 | Kirben | 2008-07-04 02:35:39 +0200 (Fri, 04 Jul 2008) | 1 line
  
  Correct typo.
................
  r32904 | buddha_ | 2008-07-04 11:38:03 +0200 (Fri, 04 Jul 2008) | 1 line
  
  Updated MSVC project files (Added Parallaction's balloons.cpp).
................
  r32910 | sev | 2008-07-05 06:28:17 +0200 (Sat, 05 Jul 2008) | 2 lines
  
  Mention merge of Chris Page's memory leak plugging code.
................
  r32911 | lordhoto | 2008-07-05 09:47:27 +0200 (Sat, 05 Jul 2008) | 2 lines
  
  Added spanish menu strings for spanish fan translation of Kyrandia 3.
................
  r32912 | lordhoto | 2008-07-05 10:20:10 +0200 (Sat, 05 Jul 2008) | 2 lines
  
  Added support for Italian fan translation of Kyrandia 3. (see fr#2003504 "KYRA: add support for Italian version of Kyrandia 2&3")
................
  r32923 | marcus_c | 2008-07-06 00:53:17 +0200 (Sun, 06 Jul 2008) | 1 line
  
  Enable all engines.
................
  r32924 | dhewg | 2008-07-06 14:04:19 +0200 (Sun, 06 Jul 2008) | 1 line
  
  adjustments to the recent mixer api changes
................
  r32930 | eriktorbjorn | 2008-07-06 20:37:52 +0200 (Sun, 06 Jul 2008) | 4 lines
  
  Implemented Good Enough(TM) XMIDI looping. This is used by Kyrandia 2 (the
  loop hack is no longer needed, and has been removed), and will be used by
  Discworld.
................
  r32931 | eriktorbjorn | 2008-07-06 21:25:32 +0200 (Sun, 06 Jul 2008) | 4 lines
  
  Fixed silly error. The NEXT_BREAK event should, of course, jump to the event
  *after* the FOR_LOOP event. Apart from simplifying things, this should allow
  limited number of repeats to work.
................
  r32938 | drmccoy | 2008-07-07 15:01:54 +0200 (Mon, 07 Jul 2008) | 2 lines
  
  Don't let listSavefiles() search subdirectories. Files with the same name (in different directories) would cause duplicate entries for the same file.
................
  r32940 | peres001 | 2008-07-07 16:51:27 +0200 (Mon, 07 Jul 2008) | 1 line
  
  Fixed regression after label code refactoring.
................
  r32948 | thebluegr | 2008-07-07 21:40:43 +0200 (Mon, 07 Jul 2008) | 1 line
  
  Some fixes for warnings under GCC 2.95
................
  r32949 | lordhoto | 2008-07-07 22:40:35 +0200 (Mon, 07 Jul 2008) | 1 line
  
  Fix for bug #2012293 "KYRA: Bad Spanish String in menu".
................
  r32951 | buddha_ | 2008-07-08 00:02:01 +0200 (Tue, 08 Jul 2008) | 1 line
  
  Fix for bathroom door opening crash in Operation Stealth's start.
................
  r32960 | fingolfin | 2008-07-08 12:29:35 +0200 (Tue, 08 Jul 2008) | 1 line
  
  Remove reference to kPlainSoundType
................
  r32961 | sev | 2008-07-08 13:18:44 +0200 (Tue, 08 Jul 2008) | 1 line
  
  Shut couple of MSVC warnings
................
  r32962 | drmccoy | 2008-07-08 13:35:09 +0200 (Tue, 08 Jul 2008) | 2 lines
  
  Modified the EGA story image delay to work for the Mac versions as well
................
  r32963 | drmccoy | 2008-07-08 13:36:52 +0200 (Tue, 08 Jul 2008) | 3 lines
  
  Added a Gob1 version supplied by raina in the forums.
  It does look like the Mac version with a DOS executable and stripped music to me, so let's hope the Mac level image workaround works there as well.
................
  r32964 | sev | 2008-07-08 13:48:16 +0200 (Tue, 08 Jul 2008) | 1 line
  
  One more MSVC warning
................
  r32966 | eriktorbjorn | 2008-07-08 18:25:39 +0200 (Tue, 08 Jul 2008) | 4 lines
  
  On reading some more about XMIDI, I believe the NEXT and BREAK variants of the
  controller are mutually exclusive cases, i.e. a BREAK simply means forget about
  the innermost loop, and continue as if nothing had happened.
................
  r32967 | joostp | 2008-07-08 19:20:26 +0200 (Tue, 08 Jul 2008) | 2 lines
  
  changes for new Mixer API
................
  r32968 | joostp | 2008-07-08 19:41:09 +0200 (Tue, 08 Jul 2008) | 2 lines
  
  Enable static engines -- time to start thinking about prx/plugin support!
................
  r32969 | joostp | 2008-07-08 19:46:26 +0200 (Tue, 08 Jul 2008) | 2 lines
  
  set DEPDIR
................
  r32970 | tramboi | 2008-07-09 04:19:57 +0200 (Wed, 09 Jul 2008) | 3 lines
  
  New configure flag --enable-profiling to compile and link with -pg (for 
  gprof)
................
  r32972 | peres001 | 2008-07-09 04:49:20 +0200 (Wed, 09 Jul 2008) | 1 line
  
  Added a couple of NULLity checks.
................
  r32973 | fingolfin | 2008-07-09 12:42:47 +0200 (Wed, 09 Jul 2008) | 1 line
  
  cleanup / code formatting
................
  r32974 | peres001 | 2008-07-09 12:52:46 +0200 (Wed, 09 Jul 2008) | 1 line
  
  Fixed regression introduced with GfxObj: the character sprite was sometimes removed from the rendering list.
................
  r32976 | peres001 | 2008-07-09 15:27:09 +0200 (Wed, 09 Jul 2008) | 1 line
  
  Fixed leaks in NS and BRA.
................
  r32978 | agent-q | 2008-07-09 18:50:23 +0200 (Wed, 09 Jul 2008) | 1 line
  
  DS: Backend changes for new mixer code
................
  r32983 | peres001 | 2008-07-10 04:00:54 +0200 (Thu, 10 Jul 2008) | 1 line
  
  Fixed destruction of sprites in BRA.
................
  r32986 | lordhoto | 2008-07-10 13:25:43 +0200 (Thu, 10 Jul 2008) | 2 lines
  
  Workaround for gcc 2.95 compiler bug.
................
  r32987 | lordhoto | 2008-07-10 13:28:51 +0200 (Thu, 10 Jul 2008) | 2 lines
  
  Fixed mem leak in MIDI related code.
................
  r32988 | lordhoto | 2008-07-10 14:05:38 +0200 (Thu, 10 Jul 2008) | 2 lines
  
  Added filename to unknown opcode/command warnings of EMC scripts.
................
  r32989 | lordhoto | 2008-07-10 14:12:42 +0200 (Thu, 10 Jul 2008) | 2 lines
  
  Added filename to unkown command/opcode warnings for TIM scripts.
................
  r32990 | lordhoto | 2008-07-10 14:14:00 +0200 (Thu, 10 Jul 2008) | 2 lines
  
  Typo.
................
  r32992 | eriktorbjorn | 2008-07-10 18:19:17 +0200 (Thu, 10 Jul 2008) | 2 lines
  
  Fixed Kyra 3 detection regression.
................
  r32994 | tramboi | 2008-07-10 20:01:54 +0200 (Thu, 10 Jul 2008) | 1 line
  
  Fixed a few warnings
................
  r33002 | peres001 | 2008-07-11 14:55:08 +0200 (Fri, 11 Jul 2008) | 2 lines
  
  Fixed leak in sound code by explicitly deleting the midi driver.
................
  r33003 | peres001 | 2008-07-11 15:06:28 +0200 (Fri, 11 Jul 2008) | 3 lines
  
  Moved program and command execution code out of the engine, into their own brand new 
  classes.
................
  r33004 | buddha_ | 2008-07-11 15:13:28 +0200 (Fri, 11 Jul 2008) | 1 line
  
  Update MSVC project files.
................
  r33006 | peres001 | 2008-07-11 15:36:22 +0200 (Fri, 11 Jul 2008) | 1 line
  
  Cleanup.
................
  r33007 | peres001 | 2008-07-11 17:07:13 +0200 (Fri, 11 Jul 2008) | 1 line
  
  Added a script (courtesy of salty-horse) to create/set properties for source files under version control by Subversion. Specifically, the mime-type, eol-style and keywords properties are handled.
................
  r33009 | fingolfin | 2008-07-11 22:28:14 +0200 (Fri, 11 Jul 2008) | 1 line
  
  Don't use kPlainSoundType if you don't have to
................
  r33010 | fingolfin | 2008-07-11 22:28:50 +0200 (Fri, 11 Jul 2008) | 1 line
  
  cleanup
................
  r33014 | drmccoy | 2008-07-12 17:21:38 +0200 (Sat, 12 Jul 2008) | 3 lines
  
  Changed tricky variable access from pointers to a new class that minds endianess.
  This should fix a few regressions with BE games on LE systems and vice versa that I introduced when I changed how variables are stored (which was necessary to get Woodruff work on BE systems).
................
  r33017 | tramboi | 2008-07-12 22:35:44 +0200 (Sat, 12 Jul 2008) | 2 lines
  
  Minor constness fix to help with aliasing
................
  r33021 | peres001 | 2008-07-13 05:30:14 +0200 (Sun, 13 Jul 2008) | 1 line
  
  Properly implemented the OFF command. The new rendering order for graphics let this mistake finally surface.
................
  r33022 | peres001 | 2008-07-13 05:39:42 +0200 (Sun, 13 Jul 2008) | 1 line
  
  Cleanup and improved debugging output for CommandExec::run()
................
  r33023 | peres001 | 2008-07-13 08:27:31 +0200 (Sun, 13 Jul 2008) | 1 line
  
  Cleanup of walk code.
................
  r33030 | athrxx | 2008-07-13 14:20:24 +0200 (Sun, 13 Jul 2008) | 1 line
  
  - fix for bug #2016965: KYRA: does not compile in MSVC71
................
  r33033 | peres001 | 2008-07-13 15:04:36 +0200 (Sun, 13 Jul 2008) | 1 line
  
  More refactoring of walk code.
................
  r33052 | peres001 | 2008-07-14 02:13:31 +0200 (Mon, 14 Jul 2008) | 1 line
  
  Made sure characters are not removed from the rendering list during switches.
................
  r33053 | peres001 | 2008-07-14 02:21:05 +0200 (Mon, 14 Jul 2008) | 1 line
  
  Fixed regression in walk code. Now standing frames are correctly selected when the character encounters an unexpected blocking object in his/her path.
................
  r33056 | fingolfin | 2008-07-14 09:54:18 +0200 (Mon, 14 Jul 2008) | 1 line
  
  Fixed code formatting
................
  r33057 | dreammaster | 2008-07-14 12:33:57 +0200 (Mon, 14 Jul 2008) | 1 line
  
  Fix for missing data in the savegame format that could result in not being able to talk to Goewin in the apothecary after restoring a savegame
................
  r33058 | peres001 | 2008-07-14 15:35:43 +0200 (Mon, 14 Jul 2008) | 1 line
  
  Removed all labels from the rendering list to avoid random crashes after introduction is over.
................
  r33061 | fingolfin | 2008-07-14 21:14:26 +0200 (Mon, 14 Jul 2008) | 1 line
  
  cleanup (and test for Marwan's branch.... ;)
................
  r33062 | tramboi | 2008-07-14 22:34:31 +0200 (Mon, 14 Jul 2008) | 1 line
  
  Register spilling avoided in AGOS background drawing (and 2x unrolling)
................
  r33063 | wjpalenstijn | 2008-07-14 23:00:39 +0200 (Mon, 14 Jul 2008) | 1 line
  
  Don't draw scumm saveload dialog while reflowing layout, as that would use uninitialized values
................
  r33064 | wjpalenstijn | 2008-07-14 23:04:42 +0200 (Mon, 14 Jul 2008) | 1 line
  
  remove accidentally committed debugging code; fix shadowing warning
................
  r33068 | buddha_ | 2008-07-15 01:10:51 +0200 (Tue, 15 Jul 2008) | 8 lines
  
  Fix for bug #2016647 (FW: crash with italian amiga version).
  - Consists of a workaround for a script bug that used local
    variable 251 when it should've used global variable 251.
  - Also added a fix for a crash when failing copy protection
    in Amiga or Atari ST versions of Future Wars.
  NOTE: That any of the Amiga or Atari ST versions of Future Wars
  haven't crashed right in the beginning before seems like plain
  luck because accessing local variable 251 is out of bounds!
................
  r33070 | fingolfin | 2008-07-15 12:47:24 +0200 (Tue, 15 Jul 2008) | 1 line
  
  config.log and tmp files should be put into the configure (= current) dir, not the source dir
................
  r33072 | peres001 | 2008-07-15 12:59:58 +0200 (Tue, 15 Jul 2008) | 1 line
  
  Made frame unpacking buffer dynamic (this frees some BSS space).
................
  r33075 | fingolfin | 2008-07-15 19:13:06 +0200 (Tue, 15 Jul 2008) | 1 line
  
  Implemented audio double buffering (for now OSX only)
................
  r33078 | cyx | 2008-07-15 22:26:12 +0200 (Tue, 15 Jul 2008) | 1 line
  
  fix bug #1995042: stop previous sfx playback when starting a new sfx (matches original dos code). Also removed the "sound skipping" hack in final bam scene.
................
  r33079 | cyx | 2008-07-15 22:31:11 +0200 (Tue, 15 Jul 2008) | 2 lines
  
  fix bug #1876741: changed .SB playback rate to 11840Hz (matches dos game)
................
  r33083 | tramboi | 2008-07-16 11:08:44 +0200 (Wed, 16 Jul 2008) | 3 lines
  
  Split the drawVertImage function in the agos engine to make it clearer 
  and easier to profile
................
  r33086 | peres001 | 2008-07-17 02:38:11 +0200 (Thu, 17 Jul 2008) | 1 line
  
  Fixed regression bug in dialogue, which de-facto allowed user to skip in-game protection.
................
  r33087 | buddha_ | 2008-07-17 09:13:41 +0200 (Thu, 17 Jul 2008) | 1 line
  
  Patch #2019455: Patch for reducing the BSS size of Cine engine.
................
  r33089 | fingolfin | 2008-07-17 17:56:24 +0200 (Thu, 17 Jul 2008) | 1 line
  
  Committing PS2 changes on behalf of the other Max ;)
................
  r33094 | eriktorbjorn | 2008-07-18 06:16:00 +0200 (Fri, 18 Jul 2008) | 4 lines
  
  Don't crash if you try to use music file #2 as music file #1. When the music
  wasn't found, it would close the file even if something else was already
  playing from it. (Some music is in both files.)
................
  r33095 | dreammaster | 2008-07-18 11:36:49 +0200 (Fri, 18 Jul 2008) | 2 lines
  
  In OSystem_SDL::closeMixer moved the call to SDL_CloseAudio to before the deletion of the _mixer variable in  to fix an assert that was being generated in OSystem_SDL::mixCallback
................
  r33096 | buddha_ | 2008-07-18 16:01:53 +0200 (Fri, 18 Jul 2008) | 1 line
  
  Added savefile position comments to savegame loading routine (Helpful for debugging the formats).
................
  r33098 | anotherguest | 2008-07-18 21:02:40 +0200 (Fri, 18 Jul 2008) | 1 line
  
  Symbian soundsmixer update. (Compile fix)
................
  r33099 | anotherguest | 2008-07-18 22:40:48 +0200 (Fri, 18 Jul 2008) | 1 line
  
  Introduced cache for filereading to fix slowness in AGOS among others.
................
  r33104 | anotherguest | 2008-07-19 00:07:52 +0200 (Sat, 19 Jul 2008) | 1 line
  
  Fixed typo in filehandling
................
  r33108 | anotherguest | 2008-07-19 09:08:37 +0200 (Sat, 19 Jul 2008) | 1 line
  
  eof was not working properly with caching
................
  r33109 | anotherguest | 2008-07-19 09:44:12 +0200 (Sat, 19 Jul 2008) | 1 line
  
  Enable support to turn off ALL variations. all variation is most often the one used 
................
  r33114 | fingolfin | 2008-07-19 23:42:31 +0200 (Sat, 19 Jul 2008) | 1 line
  
  Removed -Wundef from the default list of compiler flags, and changed PLUGIN_ENABLED_DYNAMIC to not use 'defined()', thus avoiding compiler problems on e.g. BeOS
................
  r33115 | sunmax | 2008-07-20 03:30:47 +0200 (Sun, 20 Jul 2008) | 9 lines
  
  1. Re-added "rpckbd" as in 0.11.0
  
  2. Committed only its source, you will need to do a make inside its folder
     before being able to compile our beloved PlayStation2 backend.
  
  Enjoy,
   -max
................
  r33116 | sunmax | 2008-07-20 03:40:08 +0200 (Sun, 20 Jul 2008) | 4 lines
  
  Added the empty "elf" folder for the PS2 scummvm binary,
  so that developers won't have to mkdir it by hand.
................
  r33117 | sunmax | 2008-07-20 03:44:40 +0200 (Sun, 20 Jul 2008) | 5 lines
  
  Added "DEPDIR := .deps" in Makefile.ps2
  
  Thanks Max [the other one] for pointing it out!
................
  r33120 | knakos | 2008-07-20 13:15:29 +0200 (Sun, 20 Jul 2008) | 1 line
  
  workaround for bogus findfirstfile. kyra now starts up correctly
................
  r33135 | fingolfin | 2008-07-20 18:27:12 +0200 (Sun, 20 Jul 2008) | 1 line
  
  cleanup
................
  r33136 | fingolfin | 2008-07-20 18:28:06 +0200 (Sun, 20 Jul 2008) | 1 line
  
  Fixed nasty bug in findPlainGameDescriptor -- contrary to is documentation, it would not return 0 upon failure to find a match, but rather a (0,0) record.
................
  r33137 | fingolfin | 2008-07-20 18:42:56 +0200 (Sun, 20 Jul 2008) | 1 line
  
  Fixed potential issue in Common::String when asserting a substring of a string X back to X (memcpy -> memmove); also added some other sanity checks, and merged some duplicate code into a new method String::initWithCStr
................
  r33138 | fingolfin | 2008-07-20 18:47:34 +0200 (Sun, 20 Jul 2008) | 1 line
  
  Two new TODO/FIXME comments for class File
................
  r33139 | fingolfin | 2008-07-20 18:47:52 +0200 (Sun, 20 Jul 2008) | 1 line
  
  New SeekableReadStream::readLine_NEW() method, closely modelled after fgets, w/o the line length limitations of the old eekableReadStream::readLine() (which it will replace, after the feature freeze has been lifted)
................
  r33140 | fingolfin | 2008-07-20 18:52:25 +0200 (Sun, 20 Jul 2008) | 1 line
  
  Fix for bug #1971499: ALL: config manager crashes when reading too long lines
................
  r33141 | knakos | 2008-07-20 18:55:51 +0200 (Sun, 20 Jul 2008) | 1 line
  
  modified patch #1882942 - optimize and kill code for really old platforms
................
  r33142 | knakos | 2008-07-20 19:04:27 +0200 (Sun, 20 Jul 2008) | 1 line
  
  a little more cleanup
................
  r33143 | marcus_c | 2008-07-20 19:56:43 +0200 (Sun, 20 Jul 2008) | 1 line
  
  Solaris tr does not like character classes in some locales.  Use "C" locale.
................
  r33144 | marcus_c | 2008-07-20 19:58:14 +0200 (Sun, 20 Jul 2008) | 1 line
  
  Deps now go in the .deps directory.
................
  r33145 | athrxx | 2008-07-20 20:00:00 +0200 (Sun, 20 Jul 2008) | 1 line
  
  KYRA: disable incomplete PC-98 audio support for 0.12.0 release (use towns audio instead)
................
  r33146 | eriktorbjorn | 2008-07-20 21:25:16 +0200 (Sun, 20 Jul 2008) | 2 lines
  
  Commented out some more PC-98 audio stuff, to avoid warnings.
................
  r33160 | sev | 2008-07-21 07:09:29 +0200 (Mon, 21 Jul 2008) | 2 lines
  
  This is 0.13.0svn now
................
  r33162 | peres001 | 2008-07-21 08:08:30 +0200 (Mon, 21 Jul 2008) | 1 line
  
  Massive refactoring of dialogue code, which is now implemented as a finite state machine. Related code in other files has been updated has well.
................
  r33165 | peres001 | 2008-07-21 11:25:40 +0200 (Mon, 21 Jul 2008) | 1 line
  
  Some refactoring for tracking of floating labels.
................
  r33167 | tramboi | 2008-07-21 12:13:44 +0200 (Mon, 21 Jul 2008) | 1 line
  
  Avoid branching in the inner loop of AGOS drawVertImageCompressed
................
  r33168 | Kirben | 2008-07-21 12:32:20 +0200 (Mon, 21 Jul 2008) | 1 line
  
  Spacing.
................
  r33169 | buddha_ | 2008-07-21 13:33:30 +0200 (Mon, 21 Jul 2008) | 1 line
  
  Silence a warning which complains about using an uninitialized variable.
................
  r33188 | peres001 | 2008-07-22 11:00:39 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Changed comment display code so that input polling is integrated into the main loop, instead of being performed in a blocking way from a separate routine.
................
  r33189 | peres001 | 2008-07-22 11:12:10 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Removed unneeded input code.
................
  r33191 | peres001 | 2008-07-22 12:12:20 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Fixed regression in dialogue code: certain commands weren't executed anymore after dialogue ended.
................
  r33192 | buddha_ | 2008-07-22 12:15:58 +0200 (Tue, 22 Jul 2008) | 14 lines
  
  Fix for bug #2019355 (FW: broken compatibility with 0.11.1 saves):
  - Changed savegame loading related functions to use SeekableReadStream
    rather than InSaveFile so MemoryReadStream can be used transparently.
  - Fixed loadResourcesFromSave to load multiframe animations correctly
    and to load 0.11.0/0.11.1 Future Wars savegames which used a slightly
    different format.
  - Added a savegame format detector that tries to detect between the old
    Future Wars savegame format, the new one and a broken revision of the
    new one.
  - Changed makeLoad to first load the savegame fully into memory and only
    then handle it (If the savegame's packed then it's unpacked first). If
    the packed savegame can't tell its unpacked size (i.e. it's using zlib
    format) then we'll try to load up to 256kB of the savegame data.
  Thanks to wjp for his help with nailing this release critical bug.
................
  r33193 | peres001 | 2008-07-22 12:17:19 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Fix build.
................
  r33196 | buddha_ | 2008-07-22 14:17:44 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Fix CineSaveGameFormat enumeration's include order (Caused problems at least with GCC).
................
  r33198 | peres001 | 2008-07-22 14:35:46 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Merged inventory input code from different files.
................
  r33202 | fingolfin | 2008-07-22 16:38:54 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Fix warnings in CINE
................
  r33203 | fingolfin | 2008-07-22 16:39:26 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Added String::trim() method
................
  r33206 | aquadran | 2008-07-22 17:24:39 +0200 (Tue, 22 Jul 2008) | 1 line
  
  shutup valgrind warning
................
  r33210 | anotherguest | 2008-07-22 20:52:13 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Fixed seek problem when cached data is used.
................
  r33212 | anotherguest | 2008-07-22 21:09:10 +0200 (Tue, 22 Jul 2008) | 1 line
  
  Disable hashmemory pool for Symbian OS
................
  r33218 | anotherguest | 2008-07-22 22:13:57 +0200 (Tue, 22 Jul 2008) | 2 lines
  
  AddedAdded MAD as default feature
................
  r33219 | peres001 | 2008-07-23 03:07:39 +0200 (Wed, 23 Jul 2008) | 1 line
  
  More merging of input code.
................
  r33220 | peres001 | 2008-07-23 04:01:15 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Fixed mouse cursor when closing inventory.
................
  r33222 | drmccoy | 2008-07-23 04:41:02 +0200 (Wed, 23 Jul 2008) | 2 lines
  
  More savegame-endianness fixes :/
................
  r33224 | peres001 | 2008-07-23 04:45:09 +0200 (Wed, 23 Jul 2008) | 1 line
  
  More decoupling of inventory code.
................
  r33225 | peres001 | 2008-07-23 09:31:35 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Removed useless event management code and made readInput() more general.
................
  r33226 | peres001 | 2008-07-23 09:52:43 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Removed the historical waitUntilLeftClick function and adapted code to use the more general readInput and waitForButtonEvent.
................
  r33229 | Kirben | 2008-07-23 11:01:33 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Update NEWS.
................
  r33230 | fingolfin | 2008-07-23 11:02:47 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Added Tinsel engine to main repos (no news item for it ON PURPOSE)
................
  r33231 | dreammaster | 2008-07-23 11:28:23 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Replaced the out of date file list in the MSVC8 project with the proper file list
................
  r33232 | dreammaster | 2008-07-23 11:37:15 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Added the Tinsel engine to the Scummvm MSVC8 Solution
................
  r33233 | buddha_ | 2008-07-23 11:45:44 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Updated rest of the MSVC project and solution files for Tinsel.
................
  r33234 | fingolfin | 2008-07-23 11:53:29 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Fix String::trim to work right for shared strings; augemented test cases to cover this
................
  r33235 | fingolfin | 2008-07-23 12:27:24 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Got rid of some typedefs
................
  r33236 | fingolfin | 2008-07-23 12:29:37 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Removed some dead code
................
  r33237 | fingolfin | 2008-07-23 12:33:36 +0200 (Wed, 23 Jul 2008) | 1 line
  
  cleanup; removed const  bNoScroll variable
................
  r33238 | dreammaster | 2008-07-23 12:54:59 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Added extra defines and include for Tinsel project
................
  r33239 | buddha_ | 2008-07-23 14:15:02 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Enable Tinsel also for MSVC 7 & 7.1 & 9 in addition to MSVC 8.
................
  r33240 | buddha_ | 2008-07-23 16:19:31 +0200 (Wed, 23 Jul 2008) | 3 lines
  
  Renamed opcodes 0x49 and 0x68:
  - Opcode 0x49: setDefaultMenuColor2 -> setDefaultMenuBgColor
  - Opcode 0x68: setDefaultMenuColor  -> setPlayerCommandPosY
................
  r33241 | fingolfin | 2008-07-23 16:42:27 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Moved POLYGON struct into polygon.cpp; got rid of some more typedefs
................
  r33242 | fingolfin | 2008-07-23 16:43:41 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Added svn:ignore attribute
................
  r33243 | fingolfin | 2008-07-23 16:44:33 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Added Tinsel to credits & NEWS
................
  r33246 | fingolfin | 2008-07-23 18:33:53 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Added convenience method String::makeUnique(); simplified String::operator=(char c); extended String unit tests
................
  r33248 | fingolfin | 2008-07-23 18:49:45 +0200 (Wed, 23 Jul 2008) | 1 line
  
  Reorder stuff a little bit, moving private String methods together: cleanup
................
  r33249 | fingolfin | 2008-07-23 18:55:52 +0200 (Wed, 23 Jul 2008) | 1 line
  
  TINSEL: Renamed CoroutineInstall back to ProcessCreate; got rid of yet another typedef; more cleanup
................
  r33250 | fingolfin | 2008-07-23 19:01:42 +0200 (Wed, 23 Jul 2008) | 1 line
  
  cleanup
................
  r33252 | sev | 2008-07-23 21:50:57 +0200 (Wed, 23 Jul 2008) | 2 lines
  
  Fix bug which was triggered by file named 'a' in current directory.
................
  r33258 | peres001 | 2008-07-24 10:04:17 +0200 (Thu, 24 Jul 2008) | 1 line
  
  Can't test a SharedPtr for nullity!
................
  r33259 | fingolfin | 2008-07-24 10:59:17 +0200 (Thu, 24 Jul 2008) | 1 line
  
  Moved scheduler / process managment code into a new class Scheduler
................
  r33260 | peres001 | 2008-07-24 11:24:32 +0200 (Thu, 24 Jul 2008) | 3 lines
  
  * Moved end intro and end game sequences code to gui.
  * Rewrote all gui code to be run inside the main loop
  * Added code to avoid crashes when a scene with no standard background is drawn
................
  r33261 | peres001 | 2008-07-24 11:42:44 +0200 (Thu, 24 Jul 2008) | 1 line
  
  Fixed leak in new gui code.
................
  r33263 | fingolfin | 2008-07-24 12:31:37 +0200 (Thu, 24 Jul 2008) | 1 line
  
  cleanup
................
  r33266 | eriktorbjorn | 2008-07-25 00:12:48 +0200 (Fri, 25 Jul 2008) | 2 lines
  
  Make sure _musicVolume and _sfxVolume are clipped to fit in a byte.
................
  r33270 | peres001 | 2008-07-25 04:37:55 +0200 (Fri, 25 Jul 2008) | 3 lines
  
  * Merged old input management flags into a single mouse status variable.
  * Mouse is now displayed when it is needed, and hidden when it is not ;)
................
  r33272 | peres001 | 2008-07-25 08:35:02 +0200 (Fri, 25 Jul 2008) | 1 line
  
  Converted BRA to work with the new menu approach. It is not yet well plugged-in as in NS, but it suffices for the moment.
................
  r33273 | peres001 | 2008-07-25 10:27:44 +0200 (Fri, 25 Jul 2008) | 1 line
  
  Made character visible in BRA.
................
  r33274 | fingolfin | 2008-07-25 11:05:04 +0200 (Fri, 25 Jul 2008) | 1 line
  
  TINSEL: Updating the palette should only require a call to OSystem::updateScreen and not a blit
................
  r33275 | fingolfin | 2008-07-25 11:12:03 +0200 (Fri, 25 Jul 2008) | 1 line
  
  TINSEL: Get rid of Graphics::Surface class
................
  r33276 | fingolfin | 2008-07-25 11:13:08 +0200 (Fri, 25 Jul 2008) | 1 line
  
  TINSEL: ActorTag & PolyTag abused a SCNHANDLE and some global enums to keep a trinary state -- fixed that by introducing a new enum HotSpotTag
................
  r33277 | fingolfin | 2008-07-25 11:15:03 +0200 (Fri, 25 Jul 2008) | 1 line
  
  cleanup
................
  r33278 | fingolfin | 2008-07-25 11:15:32 +0200 (Fri, 25 Jul 2008) | 1 line
  
  TINSEL: Got rid of NO_TAG (not used)
................
  r33279 | fingolfin | 2008-07-25 11:16:33 +0200 (Fri, 25 Jul 2008) | 1 line
  
  Added Common::Rect::isEmpty() method
................
  r33280 | fingolfin | 2008-07-25 11:17:47 +0200 (Fri, 25 Jul 2008) | 1 line
  
  More tinsel cleanup
................
  r33281 | fingolfin | 2008-07-25 11:18:39 +0200 (Fri, 25 Jul 2008) | 1 line
  
  TINSEL: Fixed forgotten ClearScreen(0) call
................
  r33282 | fingolfin | 2008-07-25 11:19:06 +0200 (Fri, 25 Jul 2008) | 1 line
  
  TINSEL: Got rid of PIMAGE, PINT_CONTEXT, PINV_OBJECT, PINV_DEF, PCONFBOX, PCONFINIT
................
  r33283 | dreammaster | 2008-07-25 11:36:18 +0200 (Fri, 25 Jul 2008) | 1 line
  
  Fix to prevent attempt to delete a non-initialised object during game exit
................
  r33285 | joostp | 2008-07-25 12:20:05 +0200 (Fri, 25 Jul 2008) | 2 lines
  
  change PPINIT struct to use ScummVM datatypes, so sizeof(PPINIT) is 28 on ppc/OSX as well.
................
  r33287 | buddha_ | 2008-07-25 13:39:58 +0200 (Fri, 25 Jul 2008) | 1 line
  
  Update MSVC project files for Parallaction.
................
  r33288 | drmccoy | 2008-07-25 14:59:46 +0200 (Fri, 25 Jul 2008) | 2 lines
  
  Fixed the inventory bug that's been reported in the forums
................
  r33289 | peres001 | 2008-07-25 18:01:25 +0200 (Fri, 25 Jul 2008) | 2 lines
  
  * Changed walk code to use Common::Point instead of the clumsy WalkNode.
  * Changed walk code to use object copy instead of managing pointers.
................
  r33290 | peres001 | 2008-07-25 18:08:10 +0200 (Fri, 25 Jul 2008) | 1 line
  
  Changed the remaining references to Nodes into Points.
................
  r33295 | peres001 | 2008-07-26 04:09:50 +0200 (Sat, 26 Jul 2008) | 1 line
  
  BRA now parses path data from the scripts.
................
  r33296 | peres001 | 2008-07-26 06:01:11 +0200 (Sat, 26 Jul 2008) | 2 lines
  
  * Added walk calculations to BRA (doesn't walk yet, though).
  * Adapted Character and Animation to handle both versions of the engine.
................
  r33297 | peres001 | 2008-07-26 07:37:52 +0200 (Sat, 26 Jul 2008) | 1 line
  
  Cleanup.
................
  r33298 | peres001 | 2008-07-26 07:56:39 +0200 (Sat, 26 Jul 2008) | 1 line
  
  More cleanup.
................
  r33321 | Kirben | 2008-07-27 03:54:40 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Fix buffer overflow in error message.
................
  r33325 | peres001 | 2008-07-27 10:35:00 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Doug from BRA can now walk in his hotel room. He still stops in bizarre poses, though.
................
  r33326 | vinterstum | 2008-07-27 12:15:57 +0200 (Sun, 27 Jul 2008) | 1 line
  
  The iPhone backend is now (mostly) up to speed again, and works for firmware 2.0
................
  r33327 | Kirben | 2008-07-27 12:36:26 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Search common directory, when loading frames and talks in Amiga verison of BRA.
................
  r33328 | peres001 | 2008-07-27 12:37:54 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Added rudimental support for location changes when walking through doors. The best part of this commit is that Doug now stops in a normal position.
................
  r33329 | Kirben | 2008-07-27 12:43:15 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Add music/sound loading in Amiga version of BRA.
................
  r33330 | lordhoto | 2008-07-27 13:07:38 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Fixed win32 plugin provider.
................
  r33332 | lordhoto | 2008-07-27 14:05:40 +0200 (Sun, 27 Jul 2008) | 2 lines
  
  Fixed macro.
................
  r33333 | lordhoto | 2008-07-27 14:09:10 +0200 (Sun, 27 Jul 2008) | 2 lines
  
  Fixed typo.
................
  r33334 | lordhoto | 2008-07-27 14:12:40 +0200 (Sun, 27 Jul 2008) | 3 lines
  
  - Fixed fadePalette for HoF and Kyra3
  - Fixed bug in wsaFrameAnimationStep
................
  r33335 | peres001 | 2008-07-27 15:43:40 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Inventory icons are now loaded correctly (not yet displayed). BRA doesn't crash anymore when pressing the right button. :)
................
  r33337 | peres001 | 2008-07-27 16:21:16 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Moved inventory cursor drawing code to InventoryRenderer.
................
  r33338 | buddha_ | 2008-07-27 16:33:37 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Cut savegame loading into smaller functional parts (resetEngine, loadPlainSave etc).
................
  r33339 | buddha_ | 2008-07-27 16:36:53 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Clear the confusing usage of NUM_MAX_VAR (It's 255 actually, not 256).
................
  r33340 | anotherguest | 2008-07-27 20:22:23 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Fix for ftell error when caching. HOF now starts properly
................
  r33342 | sev | 2008-07-27 23:14:31 +0200 (Sun, 27 Jul 2008) | 2 lines
  
  Patch from bugreport #2020561: "MMNES : Incorrect detection (US/GB)"
................
  r33345 | anotherguest | 2008-07-27 23:35:39 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Fixed the Symbian default savepath, but adding the needed \ at the end.
................
  r33347 | anotherguest | 2008-07-27 23:37:47 +0200 (Sun, 27 Jul 2008) | 1 line
  
  Fixed the Symbian default savepath, but adding the needed \ at the end and now as a string.
................
  r33349 | buddha_ | 2008-07-28 00:50:36 +0200 (Mon, 28 Jul 2008) | 3 lines
  
  Added a preliminary saving routine for Operation Stealth (Disabled by default, needs more work still. WIP!).
  Added backgrounds' name saving (8 names in Operation Stealth instead of just 1 like in Future Wars).
  Added 256 color palette saving and restoring (One of the palettes isn't properly handled yet though).
................
  r33350 | peres001 | 2008-07-28 04:56:17 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Fixed constructor for WindowsFilesystemNode. On Windows, trailing slashes can be added only to directory names.
................
  r33352 | peres001 | 2008-07-28 07:18:23 +0200 (Mon, 28 Jul 2008) | 3 lines
  
  * Changed Disk code in BRA to use FilesystemNode (duplication has become truly visible!).
  * Fixed Inventory items loading.
................
  r33353 | peres001 | 2008-07-28 07:21:11 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Some unneeded references slipped in with the last commit.
................
  r33354 | Kirben | 2008-07-28 07:38:24 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Fix compile.
................
  r33355 | peres001 | 2008-07-28 08:06:35 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Inventory is now properly rendered. Item selection is not yet working.
................
  r33356 | Kirben | 2008-07-28 08:18:39 +0200 (Mon, 28 Jul 2008) | 1 line
  
  There is no mask or path directories for part0 of BRA (Amiga), so always check whether they exist.
................
  r33357 | Kirben | 2008-07-28 09:20:55 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Add basic support for running Amiga and PC demos of BRA.
................
  r33359 | peres001 | 2008-07-28 10:25:06 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Some instrumentation for script debugging.
................
  r33360 | peres001 | 2008-07-28 10:25:52 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Added support for text in BRA DOS demo.
................
  r33361 | Kirben | 2008-07-28 10:44:14 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Correct character name set by character location parser.
................
  r33362 | buddha_ | 2008-07-28 10:44:49 +0200 (Mon, 28 Jul 2008) | 3 lines
  
  Made the savegame loading routine choose between loading a Future Wars or an Operation Stealth savegame format.
  Added a stub for loading the Operation Stealth's temporary savegame format (Not yet implemented).
  Made mouse cursor change to a disk icon when loading a savegame and back to normal after its done.
................
  r33363 | peres001 | 2008-07-28 10:56:37 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Added a post processing step to runScripts, so that Animation can be validated after buggy scripts have been executed.
................
  r33364 | peres001 | 2008-07-28 11:00:00 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Preliminary code for traps.
................
  r33365 | buddha_ | 2008-07-28 12:09:00 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Now detects temporary Operation Stealth savegame format and saves it. No loading yet.
................
  r33366 | buddha_ | 2008-07-28 12:44:54 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Cut Future Wars savegame loading routine into parts that can be reused when loading the Operation Stealth savegame format.
................
  r33367 | buddha_ | 2008-07-28 12:54:53 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Added remaining load functions needed for the Operation Stealth savegame format loading (loadSeqList and loadZoneQuery). Not used yet.
................
  r33369 | peres001 | 2008-07-28 13:47:03 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Tiny readability aid for parser code.
................
  r33370 | peres001 | 2008-07-28 13:48:04 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Implemented opcodes for picking up/dropping/opening/closing items.
................
  r33371 | peres001 | 2008-07-28 13:50:36 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Pick up/drop/open/close actions are now available in game.
................
  r33373 | thebluegr | 2008-07-28 14:46:30 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Cleanup
................
  r33375 | peres001 | 2008-07-28 16:02:46 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Fixed loading of static items.
................
  r33376 | peres001 | 2008-07-28 16:22:44 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Moved validation step from revision 33363, so that it is executed for all animations.
................
  r33377 | peres001 | 2008-07-28 16:23:49 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Yet another hack to deal with labels... Must rethink this crap from scratch.
................
  r33379 | buddha_ | 2008-07-28 18:02:40 +0200 (Mon, 28 Jul 2008) | 6 lines
  
  Added loading of temporary Operation Stealth savegames. Needs testing!
  - Music related settings and adBgVar0 & adBgVar1 aren't loaded currently.
  Modified resetEngine to also reset more of the Operation Stealth specific variables.
  Added getter for background scrolling value.
  Changed additional background indices 1 & 2 from byte to uint16.
  Made savegame loading functions return !in.ioFailed() as return value instead of true as previously.
................
  r33380 | buddha_ | 2008-07-28 18:46:20 +0200 (Mon, 28 Jul 2008) | 1 line
  
  Fixed crash when running Operation Stealth introduced in r33339 (There are actually 256 global variables although only 255 of them are saved and loaded from savegames. The last one is VAR_BYPASS_PROTECTION and it is written to in the mainLoop so that's why there was a crash).
................
  r33383 | fingolfin | 2008-07-29 00:21:11 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Fixing 'warning: comparison of unsigned expression < 0 is always false'
................
  r33384 | peres001 | 2008-07-29 01:21:03 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Enforcing use of nullZonePtr only for nulling out pointers, as it is useless for comparisons.
................
  r33385 | fingolfin | 2008-07-29 02:02:06 +0200 (Tue, 29 Jul 2008) | 1 line
  
  SDL: Properly init vars related to mixer double buffering
................
  r33387 | fingolfin | 2008-07-29 02:49:44 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Changed output of --test-detector: multiple hits with same gameid now only are a warning, not a failure
................
  r33388 | fingolfin | 2008-07-29 02:50:12 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Changed advanced detector to *always* use the FSNode API for detection (i.e. killed second code path which used File::open trial&error directory 'scanning')
................
  r33389 | fingolfin | 2008-07-29 02:54:28 +0200 (Tue, 29 Jul 2008) | 1 line
  
  BASE: in runGame, do not set addDefaultDirectory() the game path before invoking createInstance() -- detectors must use FSNode for detection, not rely on File::open
................
  r33392 | peres001 | 2008-07-29 05:14:35 +0200 (Tue, 29 Jul 2008) | 2 lines
  
  * Fixed positioning of balloons and faces in BRA (dos, at least).
  * Adapted loading of faces.
................
  r33393 | Kirben | 2008-07-29 06:00:07 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Add check common directories, in loadScenery() for Amiga version of BRA.
................
  r33394 | Kirben | 2008-07-29 06:06:10 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Mask files don't always exist in Amiga version of BRA, in paricular NULL.msk.
................
  r33400 | lordhoto | 2008-07-29 11:16:53 +0200 (Tue, 29 Jul 2008) | 2 lines
  
  Added a reset method to SharedPtr, which allows NULLifying it.
................
  r33401 | lordhoto | 2008-07-29 11:23:54 +0200 (Tue, 29 Jul 2008) | 2 lines
  
  Formatting.
................
  r33402 | peres001 | 2008-07-29 11:44:05 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Added dialogue text rendering for BRA.
................
  r33404 | buddha_ | 2008-07-29 12:13:53 +0200 (Tue, 29 Jul 2008) | 6 lines
  
  Rearranged parts of the Operation Stealth savegame loading routine.
  - Emulating the Future Wars savegame loading routine and hoping for the best.
  - Fixes an array out of bounds access when loading the global scripts.
  Now the loading crashes in the mainloop in processSeqList!
  But at least we got a bit farther this time. More fixing to come...
................
  r33405 | peres001 | 2008-07-29 12:22:50 +0200 (Tue, 29 Jul 2008) | 2 lines
  
  * Added flexible verb configuration for both NS and BRA.
  * Objects can now be really opened and closed in BRA.
................
  r33407 | buddha_ | 2008-07-29 14:56:32 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Added a debug message to loadTempSaveOS's to check whether we loaded the whole savefile. Made objectStruct's clearing also clear x and y member variables in resetEngine.
................
  r33408 | peres001 | 2008-07-29 14:59:55 +0200 (Tue, 29 Jul 2008) | 2 lines
  
  * Implemented pause/resume of command execution
  * Implemented command opcode MOVE (not the script instruction).
................
  r33409 | buddha_ | 2008-07-29 15:44:14 +0200 (Tue, 29 Jul 2008) | 7 lines
  
  Added purgeSeqList function (Used in mainloop now). Let's see if this helps any...
  Renamed functions:
  * addScriptToList0 -> addScriptToGlobalScripts
  * executeList0     -> executeGlobalScripts
  * executeList1     -> executeObjectScripts
  * purgeList1       -> purgeObjectScripts (Also added a clarifying TODO to this function)
  * purgeList0       -> purgeGlobalScripts (Also added a clarifying TODO to this function)
................
  r33410 | buddha_ | 2008-07-29 15:46:42 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Make sure processSeqList and purgeSeqList are only called in the main loop when running Operation Stealth. Mostly a precaution as the seqList should be totally empty when running Future Wars as it doesn't use it.
................
  r33412 | fingolfin | 2008-07-29 18:09:10 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Changed class File (and derived classes) to only support read-only access; added a new class DumpFile for writing
................
  r33413 | fingolfin | 2008-07-29 18:12:42 +0200 (Tue, 29 Jul 2008) | 1 line
  
  CONFIGMAN: Store domains in the order they were added
................
  r33414 | fingolfin | 2008-07-29 18:16:15 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Added convenience accessor method GameDescriptor::preferredtarget
................
  r33415 | fingolfin | 2008-07-29 18:29:28 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Mass detector: sort all newly detected games by target name before adding them to the config manager
................
  r33416 | lordhoto | 2008-07-29 19:00:15 +0200 (Tue, 29 Jul 2008) | 2 lines
  
  Added documentation for the functions in algorithm.h.
................
  r33418 | fingolfin | 2008-07-29 19:38:07 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Set svn:ignore for tools/create_drascula
................
  r33419 | fingolfin | 2008-07-29 19:42:19 +0200 (Tue, 29 Jul 2008) | 1 line
  
  Added two new classes, BufferedReadStream & BufferedSeekableReadStream, as proposed on scummvm-devel
................
  r33425 | lordhoto | 2008-07-29 22:09:30 +0200 (Tue, 29 Jul 2008) | 2 lines
  
  Documentation for func.h.
................
  r33426 | lordhoto | 2008-07-29 22:15:29 +0200 (Tue, 29 Jul 2008) | 2 lines
  
  Little fix for documentation.
................
  r33427 | lordhoto | 2008-07-29 22:21:54 +0200 (Tue, 29 Jul 2008) | 3 lines
  
  - Formatting
  - Improved Functor#Mem::isValid implementations.
................
  r33432 | peres001 | 2008-07-30 08:25:17 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Reordered initialization lists to silence warning.
................
  r33436 | fingolfin | 2008-07-30 09:39:41 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Changed BufferedReadStream to not permanently decrease its buffer size at the end of a stream (this would fail when using BufferedSeekableReadStream and then seeking back from the end); this also fixes a bug which let you seek back beyond the start of a stream (not that we currently support that in other streams)
................
  r33437 | peres001 | 2008-07-30 09:58:25 +0200 (Wed, 30 Jul 2008) | 2 lines
  
  * Unified implementation of flow control opcodes in NS and BRA
  * Simplified script execution loop and context
................
  r33438 | thebluegr | 2008-07-30 10:23:04 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Make sure that save game descriptions are 0-terminated
................
  r33444 | buddha_ | 2008-07-30 13:03:52 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Added some debug aids related to addAni and the processSeqList crashing.
................
  r33446 | buddha_ | 2008-07-30 13:36:14 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Debug printing a couple more relevant variables in addAni.
................
  r33452 | peres001 | 2008-07-30 17:01:15 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Reordered initialization order to kill a ton of warnings.
................
  r33453 | fingolfin | 2008-07-30 17:16:57 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Advanced detector: split out part of detectGame into a new function detectGameFilebased; some cleanup
................
  r33455 | fingolfin | 2008-07-30 17:38:42 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Simplified advanced detector file sys scanning code
................
  r33456 | fingolfin | 2008-07-30 17:44:34 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Revert my accidental commit of the OSystem changes (oops)
................
  r33457 | fingolfin | 2008-07-30 17:48:16 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Simplify/optimize/cleanup detectGameFilebased further
................
  r33458 | peres001 | 2008-07-30 18:06:46 +0200 (Wed, 30 Jul 2008) | 1 line
  
  Fixed Win32 build, after Fingolfin's commits (probably because of the revert in revision 33456).
................
  r33459 | fingolfin | 2008-07-30 18:26:38 +0200 (Wed, 30 Jul 2008) | 1 line
  
  This time properly reverted my accidental commits of the osystem&configman patch (I didn't mean to commit it in the first place, still waiting for any replies to my corresponding scummvm-devel mail). Sorry for messing up so badly
................
  r33463 | lordhoto | 2008-07-31 12:47:15 +0200 (Thu, 31 Jul 2008) | 2 lines
  
  Committed slightly modified patch #2029395 "KYRA: Lands of Lore Intro + Character selection".
................
  r33464 | lordhoto | 2008-07-31 12:52:29 +0200 (Thu, 31 Jul 2008) | 2 lines
  
  Removed debugging leftover.
................
  r33466 | buddha_ | 2008-07-31 13:16:48 +0200 (Thu, 31 Jul 2008) | 1 line
  
  Update MSVC project files for Kyra Lands of Lore additions.
................
  r33467 | peres001 | 2008-07-31 13:29:37 +0200 (Thu, 31 Jul 2008) | 1 line
  
  Set correct font for dialogues in BRA Amiga.
................
  r33468 | peres001 | 2008-07-31 14:26:12 +0200 (Thu, 31 Jul 2008) | 1 line
  
  Changed Gfx::_backgroundInfo to be a pointer. This temporarily kills all z-buffering.
................
  r33469 | peres001 | 2008-07-31 14:50:43 +0200 (Thu, 31 Jul 2008) | 1 line
  
  Made changing of background more flexible, in that the engine can now configure its BackgroundInfo before passing it to Gfx.
................
  r33470 | lordhoto | 2008-07-31 15:36:13 +0200 (Thu, 31 Jul 2008) | 3 lines
  
  - Added Common::mem_fun_ref for object references instead of pointers.
  - Added simple tests for a little bit functionallity from common/func.h
................
  r33471 | eriktorbjorn | 2008-07-31 15:45:58 +0200 (Thu, 31 Jul 2008) | 4 lines
  
  Applied my patch #2030058 ("Workaround for incorrectly compressed FotAQ"), and
  made a mention in NEWS that speech is played correctly now. Of course, we
  should still provide a correctly compressed version at some point.
................
  r33473 | peres001 | 2008-07-31 16:20:51 +0200 (Thu, 31 Jul 2008) | 1 line
  
  Disabled masks in BRA Amiga, because the decoding is not known yet.
................
  r33474 | peres001 | 2008-07-31 17:15:42 +0200 (Thu, 31 Jul 2008) | 2 lines
  
  * Removed references to the current _backgroundInfo from parser code.
  * Re-enabled masks (in BRA DOS).
................
  r33478 | anotherguest | 2008-07-31 19:33:48 +0200 (Thu, 31 Jul 2008) | 1 line
  
  Enabled the correct features for standard builds
................

svn-id: r33486
2008-08-01 08:55:21 +00:00
2008-01-04 13:02:20 +00:00
2008-07-23 14:44:33 +00:00
2008-06-09 12:23:56 +00:00
2008-02-08 01:02:25 +00:00
2008-06-01 11:13:55 +00:00

ScummVM README
Last updated:    $Date$
------------------------------------------------------------------------

TODO: Resolve all the TODOs scattered through this file before release.

For more information, compatibility lists, details on donating, the latest
release, progress reports and more, please visit the ScummVM home page
at: http://www.scummvm.org/


Table of Contents:
------------------
1.0) About
2.0) Contact
 * 2.1 Reporting Bugs
3.0) Supported Games
 * 3.1 Copy Protection
 * 3.2 Commodore64 games notes
 * 3.3 Maniac Mansion NES notes
 * 3.4 Macintosh games notes
 * 3.5 Multi-CD games notes
 * 3.6 The Curse of Monkey Island notes
 * 3.7 Broken Sword notes
 * 3.8 Beneath a Steel Sky notes
 * 3.9 Flight of the Amazon Queen notes
 * 3.10 Gobliiins notes
 * 3.11 Inherit the Earth: Quest for the Orb notes
 * 3.12 Simon the Sorcerer notes
 * 3.13 The Feeble Files notes
 * 3.14 The Legend of Kyrandia notes
 * 3.15 Sierra AGI games Predictive Input Dialog notes
 * 3.16 Mickey's Space Adventure notes
 * 3.17 Winnie the Pooh notes
 * 3.18 Troll's Tale notes
 * 3.19 Known Problems
4.0) Supported Platforms
5.0) Running ScummVM
 * 5.1 Command Line Options
 * 5.2 Language Options
 * 5.3 Graphics Filters
 * 5.4 Hotkeys
6.0) Savegames
 * 6.1 Autosaves
 * 6.2 Converting savegames
7.0) Music and Sound
 * 7.1 Adlib emulation
 * 7.2 FluidSynth MIDI emulation
 * 7.3 MT-32 emulation
 * 7.4 MIDI emulation
 * 7.5 Native MIDI support
 * 7.6 UNIX native and ALSA sequencer support
 * 7.7 TiMidity++ MIDI server support
 * 7.8 Using compressed audio files (MP3, Ogg Vorbis, Flac)
 * 7.9 Output sample rate
8.0) Configuration Files
9.0) Compiling


1.0) About:
---- ------
ScummVM is a program which allows you to run certain classic graphical
point-and-click adventure games, provided you already have their data
files. The clever part about this: ScummVM just replaces the
executables shipped with the game, allowing you to play them on
systems for which they were never designed!

Some of the adventures ScummVM supports include Adventure Soft's Simon
the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1
and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the
Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of
Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility
for Maniac Mansion) system such as Monkey Island, Day of the Tentacle,
Sam and Max and more. You can find a thorough list with details on
which games are supported and how well on the compatibility
page. ScummVM is continually improving, so check back often.

Among the systems on which you can play those games are Windows,
Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2,
PSP, PS2, SymbianOS/EPOC, iPhone and many more.

At this time ScummVM should be considered beta software, and is still
under heavy development. Be aware that whilst we attempt to make sure
that many games can be completed with few major bugs, crashes can happen.

If you enjoy ScummVM feel free to donate using the PayPal button on the
ScummVM homepage. This will help us buy utilities needed to develop ScummVM
easier and quicker. If you cannot donate, help and contribute a patch!


2.0) Contact:
---- --------
The easiest way to contact the ScummVM team is by submitting bug reports
(see section 2.1) or by using our forums at http://forums.scummvm.org .
You can also join and e-mail the scummvm-devel mailing list, or chat with
us on IRC (#scummvm on irc.freenode.net) Please do not ask us to support
an unsupported game -- read the FAQ on our web site first.


2.1) Reporting Bugs:
---- ---------------
To report a bug, please create a SourceForge account and follow the bugs
link from our homepage. Please make sure the bug is reproducible, and
still occurs in the latest SVN/Daily build version. Also check the known
problems list (below) and the compatibility list on our website for that
game, to ensure the issue is not already known:

  http://www.scummvm.org/compatibility_stable.php

Also do not report bugs on games that are not listed as being completable
in the 'Supported Games' section, or compatibility list. We -know- those
games have bugs.

Please include the following information:
        - ScummVM version (PLEASE test the latest SVN/Daily build)
        - Bug details, including instructions on reproducing
        - Language of game (English, German, ...)
        - Version of game (talkie, floppy, ...)
        - Platform and Compiler (Win32, Linux, FreeBSD, ...)
        - Attach a savegame if possible
        - If this bug only occurred recently, please note the last
          version without the bug, and the first version including
          the bug. That way we can fix it quicker by looking at the
          changes made.


3.0) Supported Games:
---- ----------------
At the moment the following games have been reported to work, and should
be playable to the end:

SCUMM Games by LucasArts:
     Maniac Mansion                              [maniac]
     Zak McKracken and the Alien Mindbenders     [zak]
     Indiana Jones and the Last Crusade          [indy3]
     Loom                                        [loom]
     The Secret of Monkey Island                 [monkey]
     Monkey Island 2: LeChuck's Revenge          [monkey2]
     Indiana Jones and the Fate of Atlantis      [atlantis]
     Day of the Tentacle                         [tentacle]
     Sam & Max Hit the Road                      [samnmax]
     Full Throttle                               [ft]
     The Dig                                     [dig]
     The Curse of Monkey Island                  [comi]

AGI Games by Sierra:
     The Black Cauldron                          [bc]
     Gold Rush!                                  [goldrush]
     King's Quest I                              [kq1]
     King's Quest II                             [kq2]
     King's Quest III                            [kq3]
     King's Quest IV                             [kq4]
     Leisure Suit Larry in the Land of the
     Lounge Lizards                              [lsl1]
     Mixed-Up Mother Goose                       [mixedup]
     Manhunter 1: New York                       [mh1]
     Manhunter 2: San Francisco                  [mh2]
     Police Quest I: In Pursuit of the Death
     Angel                                       [pq1]
     Space Quest I: The Sarien Encounter         [sq1]
     Space Quest II: Vohaul's Revenge            [sq2]
     Fanmade Games                               [agi-fanmade]

AGOS Games by Adventuresoft / Horrorsoft:
     Elvira - Mistress of the Dark               [elvira1]
     Elvira II - The Jaws of Cerberus            [elvira2]
     Waxworks                                    [waxworks]
     Simon the Sorcerer 1                        [simon1]
     Simon the Sorcerer 2                        [simon2]
     Simon the Sorcerer's Puzzle Pack
         - Demon In My Pocket                    [dimp]
     Simon the Sorcerer's Puzzle Pack
         - Jumble                                [jumble]
     Simon the Sorcerer's Puzzle Pack
         - NoPatience                            [puzzle]
     Simon the Sorcerer's Puzzle Pack
         - Swampy Adventures                     [swampy]
     The Feeble Files                            [feeble]

GOB Games by Coktel Vision:
     Bargon Attack                               [bargon]
     Gobliiins                                   [gob1]
     Gobliins 2                                  [gob2]
     Goblins 3                                   [gob3]
     Ween: The Prophecy                          [ween]

Other Games:
     Beneath a Steel Sky                         [sky]
     Broken Sword 1: The Shadow of the Templars  [sword1]
     Broken Sword 2: The Smoking Mirror          [sword2]
     Flight of the Amazon Queen                  [queen]
     Future Wars                                 [fw]
     Inherit the Earth: Quest for the Orb        [ite]
     Nippon Safes Inc.                           [nippon]
     The Legend of Kyrandia                      [kyra1]
     Touche: The Adventures of the Fifth
         Musketeer                               [touche]

SCUMM Games by Humongous Entertainment:
     Backyard Football                           [football]
     Big Thinkers First Grade                    [thinker1]
     Big Thinkers Kindergarten                   [thinkerk]
     Fatty Bear's Birthday Surprise              [fbear]
     Fatty Bear's Fun Pack                       [fbpack]
     Freddi Fish 1: The Case of the Missing
         Kelp Seeds                              [freddi]
     Freddi Fish 2: The Case of the Haunted
         Schoolhouse                             [freddi2]
     Freddi Fish 3: The Case of the Stolen
         Conch Shell                             [freddi3]
     Freddi Fish 4: The Case of the Hogfish
         Rustlers of Briny Gulch                 [freddi4]
     Freddi Fish and Luther's Maze Madness       [maze]
     Freddi Fish and Luther's Water Worries      [water]
     Let's Explore the Airport with Buzzy        [airport]
     Let's Explore the Farm with Buzzy           [farm]
     Let's Explore the Jungle with Buzzy         [jungle]
     Pajama Sam 1: No Need to Hide When It's
         Dark Outside                            [pajama]
     Pajama Sam 2: Thunder and Lightning
         Aren't so Frightening                   [pajama2]
     Pajama Sam 3: You Are What You Eat
         From Your Head to Your Feet             [pajama3]
     Pajama Sam's Lost & Found                   [lost]
     Pajama Sam's Sock Works                     [socks]
     Putt-Putt Enters the Race                   [puttrace]
     Putt-Putt Goes to the Moon                  [puttmoon]
     Putt-Putt Joins the Circus                  [puttcircus]
     Putt-Putt Joins the Parade                  [puttputt]
     Putt-Putt Saves the Zoo                     [puttzoo]
     Putt-Putt Travels Through Time              [putttime]
     Putt-Putt and Pep's Balloon-O-Rama          [balloon]
     Putt-Putt and Pep's Dog on a Stick          [dog]
     Putt-Putt & Fatty Bear's Activity Pack      [activity]
     Putt-Putt's Fun Pack                        [funpack]
     SPY Fox 1: Dry Cereal                       [spyfox]
     SPY Fox 2: Some Assembly Required           [spyfox2]
     SPY Fox in Cheese Chase                     [chase]
     SPY Fox in Hold the Mustard                 [mustard]

The following games should load, but are not yet fully playable. Play
these at your own risk, and please do not file bug reports about them.
If you want the latest updates on game compatibility, visit our web
site and view the compatibility chart.

     Backyard Baseball                           [baseball]
     Backyard Soccer                             [soccer]
     Blue's 123 Time Activities                  [Blues123Time]
     Blue's ABC Time Activities                  [BluesABCTime]
     Blue's Birthday Adventure                   [BluesBirthday]
     SPY Fox 3: Operation Ozone                  [spyozon]

The following games are based on the SCUMM engine, but NOT supported
by ScummVM (yet):

     Other Humongous Entertainment games

Please be aware that the engines may contain bugs and unimplemented features
that sometimes make it impossible to finish the game. Save often, and please
file a bug report (instructions on submitting bug reports are above) if you
encounter such a bug in a 'supported' game.


3.1) Copy Protection:
---- ----------------
The ScummVM team does not condone piracy. However, there are cases
where the game companies (such as LucasArts) themselves bundled
'cracked' executables with their games -- in these cases the data
files still contain the copy protection scripts, but the interpreter
bypasses them (similar to what an illegally cracked version might do,
only that here the producer of the game did it). There is no way for
us to tell the difference between legitimate and pirated data files,
so for the games where we know that a cracked version of the original
interpreter was sold at some point, ScummVM will always have to bypass
the copy protection.

In some cases ScummVM will still show the copy protection screen. Try
entering any answer. Chances are that it will work.

ScummVM will skip copy protection in the following games:

  * Maniac Mansion
  * Zak McKracken and the Alien Mindbenders
  * Loom (EGA)
  * The Secret of Monkey Island (VGA)
  * Monkey Island 2: LeChuck's Revenge
  * Beneath a Steel Sky
      -- bypassed with kind permission from Revolution Software.
  * Inherit the Earth: Quest for the Orb (Floppy version)
      -- bypassed with kind permission from Wyrmkeep Entertainment,
         since it was bypassed in all CD releases of the game.
  * Simon the Sorcerer 1 (Floppy version)
  * Simon the Sorcerer 2 (Floppy version)
      -- bypassed with kind permission from Adventure Soft,
         since it was bypassed in all CD releases of the game.


3.2) Commodore64 games notes:
---- ------------------------
Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not
yet playable. Simply name the D64 disks "maniac1.d64" and
"maniac2.d64" respectively "zak1.d64" and "zak2.d64", then ScummVM
should be able to automatically detect the game if you point it at the
right directory.

Alternatively, you can use 'extract_mm_c64' from the tools package to
extract the data files. But then the game will not be properly
autodetected by ScummVM, and you must make sure that the platform is
set to Commodore64. We recommend using the much simpler approach
described in the previous paragraph.


3.3) Maniac Mansion NES notes:
---- -------------------------
Supported versions are English GB (E), French (F), German (G), Swedish (SW)
and English US (U).
ScummVM requires just the PRG section to run and not the whole ROM.

In order to get the game working, you will have to strip out the first
16 bytes from the ROM you are trying to work with. Any hex editor will work
as long as you are able to copy/paste.  After you open the ROM with the
hex editor, copy everything from the second row (17th byte) to the end.
After you do this, paste it to a new hex file. Name the new file
"Maniac Mansion (XX).prg" while XX stands for the version you are working
with (E, F, G, SW, or U).  The final size should be exactly 262144 bytes.

If you add the game manually make sure that the platform is set to NES.

Most common mistakes which prevents the game from running:

  * Bad file
  * ROM extracted with the 0.7.0 tools
  * You try to feed ScummVM with the FULL ROM and not just the PRG section.

It is also possible to extract the separate LFL files from the PRG section.
To do so use the 'extract_mm_nes' utility from the tools package.


3.4) Macintosh games notes:
---- ----------------------
All LucasArts SCUMM based adventures except COMI also exist in versions for the
Macintosh. ScummVM can use most (all?) of them, however, in some cases some
additional work is required. First off, if you are not using a Macintosh for
this, accessing the CD/floppy data might be tricky. The reason for this is
that the mac uses a special disk format called HFS which other systems usually
do not support. However, there are various free tools which allow reading such
HFS volumes. For example "HFVExplorer" for Windows and "hfsutils" for Linux and
other Unix-like operating systems.

Most of the newer games on the Macintosh shipped with only a single data file
(note that in some cases this data file was made invisible, so you may need
extra tools in order to copy it). ScummVM is able to directly use such a data file;
simply point ScummVM at the directory containing it, and it should work (just like
with every other supported game).

We also provide a tool called 'extract_scumm_mac' in the tools package to extract the
data from these data files, but this is neither required nor recommended.

For further information on copying Macintosh game files to your hard disk see:

  http://wiki.scummvm.org/index.php/HOWTO-Mac_Games


3.5) Multi-CD games notes:
---- ---------------------
In general, ScummVM does not deal very well with Multi-CD games. This is
because ScummVM assumes everything about a game can be found in one directory.
Even if ScummVM does make some provisions for asking the user to change CD, the
original game executables usually installed a small number of files to the hard
disk. Unless these files can be found on all the CDs, ScummVM will be in trouble.

Fortunately, ScummVM has no problems running the games entirely from hard disk,
if you create a directory with the correct combination of files. Usually, when
a file appears on more than one CD you can pick either of them.


3.6) The Curse of Monkey Island notes:
---- ---------------------------------
For this game, you will need the comi.la0, comi.la1 and comi.la2 files. The
comi.la0 file can be found on either CD, but since they are identical it
doesn't matter which one of them you use.

In addition, you will need to create a "resource" subdirectory containing all
of the files from -both- "resource" subdirectories on the two CDs. Some of
the files appear on both CDs, but again they're identical.


3.7) Broken Sword notes:
---- -------------------
Broken Sword 1 and 2 both come with in-game cutscenes compressed using
RAD Game Tools' legacy Smacker(tm) format. As RAD is unwilling to open
the older legacy versions of this format to us, and have requested we not
reverse engineer it, Revolution Software has kindly allowed us to provide
re-encoded Broken Sword cutscenes for download on our website:

  http://www.scummvm.org/downloads.php

These cutscenes are provided in DXA format with FLAC audio. Their quality
is equal to the original games due to the use of lossless compression.
Viewing these cutscenes requires a version of ScummVM compiled with both
FLAC and zlib support.

For systems that are too slow to handle the decoding of FLAC audio,
the audio for these cutscenes is also provided separately as OGG Vorbis audio.
Viewing these cutscenes with OGG Vorbis audio requires a version of ScummVM
compiled with both libVorbis and zlib support.

The cutscenes should be placed in the main game data directory. Note that
currently this requires either copying the game to hard disk or burning
customised versions of the game CDs.

The instructions for the Broken Sword games are for the Sold-Out Software
versions, which are the ones you are probably most likely to find in stores
now.


3.7.1) Broken Sword 1:
------ ---------------
For this game, you will need all of the files from the clusters directories on
both CDs. You will also need the speech.clu files from the speech directories,
but since they are not identical you will need to rename them speech1.clu and
speech2.clu for CD 1 and 2 respectively.

In addition, you will need a music subdirectory with all of the files from the
music subdirectories on both CDs. Some of these files appear on both CDs, but
in these cases they are either identical or, in one case, so nearly identical
that it makes little difference.

ScummVM does not support the original cutscene files, so there is no need to
copy them.


3.7.2) Broken Sword 2:
------ ---------------
For this game, you will need all of the files from the clusters directories on
both CDs. (Actually, a few of them may not be strictly necessary, but the ones
that I'm uncertain about are all fairly small.) You will need to rename the
speech.clu and music.clu files speech1.clu, speech2.clu, music1.clu and
music2.clu so that ScummVM can tell which ones are from CD 1 and which ones are
from CD 2. Any other files that appear in both cluster directories are
identical. Use whichever you like.

In addition, you will need the cd.inf and, optionally, the startup.inf
files from the sword2 directory on CD 1.

ScummVM does not support the original cutscene files, so there is no need to
copy them.


3.8) Beneath a Steel Sky notes:
---- --------------------------
Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file to run
Beneath a Steel Sky.

This file is available on the 'Downloads' page of the ScummVM
website. You can place it in either the directory containing the other
game data files (SKY.DNR, SKY.DSK), in your extrapath, or in the directory
where your ScummVM executable resides.


3.9) Flight of the Amazon Queen notes:
---- ---------------------------------
In order to use a non-freeware version of Flight of the Amazon Queen (from
original CD), you will need to place the 'queen.tbl' file (available from the
'Downloads' page on our website) in either the directory containing the
'queen.1' game data file, in your extrapath, or in the directory where your
ScummVM executable resides.

Alternatively, you can use the 'compress_queen' tool from the tools package to
'rebuild' your FOTAQ data file to include the table for that specific version,
and thus removing the run-time dependency on the 'queen.tbl' file.
This tool also allows you to compress the speech and sound effects with MP3,
OGG or FLAC.


3.10) Gobliiins notes:
----- ----------------
The CD versions of the Gobliiins series contain one big audio track which you
need to rip (see the section on using compressed audio files) and copy into
the game directory if you want to have in-game music without the CD in the
drive all the time. The speech is also in that track and its volume is
therefore changed with the music volume control as well.


3.11) Inherit the Earth: Quest for the Orb notes:
----- -------------------------------------------
In order to run the Mac OS X Wyrmkeep re-release of the game you will need to
copy over data from the CD to your hard disk. If you're on a PC then consult:

  http://wiki.scummvm.org/index.php/HOWTO-Mac_Games

Although it primarily talks about SCUMM games, it mentions the "HFVExplorer"
utility which you need to extract the files.
Note that you have to put the speech data "Inherit the Earth Voices" in the
same directory as the game data which is stored in:

  Inherit the Earth.app/Contents/Resources

For the old Mac OS 9 release you need to copy the files in MacBinary format,
as they should include both resource and data forks. Copy all 'ITE *' files.


3.12) Simon the Sorcerer 1 and 2 notes:
----- ---------------------------------
If you have the dual version of Simon the Sorcerer 1 or 2 on CD, you will
find the Windows version in the main directory of the CD and the DOS version
in the DOS directory of the CD.


3.13) The Feeble Files notes:
----- -----------------------
If you have the Windows version of The Feeble Files, there are several things
to note.

Many of the files necessary for the game are stored in an InstallShield file
called data1.cab, which ScummVM is unable to unpack. You will need to use the
original installer or i5comp to unpack the contents of this file. The i5comp
decompression tool, can be found via a search on the internet.

The game uses Smacker cutscenes extensively, which we can't support directly,
due to reasons described above. The cutscenes have to be re-encoded to DXA,
which is the format used by the cutscenes in the Amiga and Macintosh versions.
See the tools README for a brief guide on converting the cutscenes.

To use the speech files with ScummVM, they need to be renamed as follows:
Rename voices.wav on CD1 to voices1.wav
Rename voices.wav on CD2 to voices2.wav
Rename voices.wav on CD3 to voices3.wav
Rename voices.wav on CD4 to voices4.wav


3.14) The Legend of Kyrandia notes:
----- -----------------------------
To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat' file,
which can be found on the 'Downloads' page of the ScummVM website.


3.15) Sierra AGI games Predictive Input Dialog notes:
----- -----------------------------------------------
The Predictive Input Dialog is a ScummVM aid for running AGI engines games
(which notoriously require command line input) on devices with limited keyboard
support. In these situations since typing with emulated keyboards is quite
tedious, commands can be entered quickly and easily via the Predictive Input
Dialog.

In order to enable predictive input in AGI games, you need to copy the pred.dic
file in the ScummVM extras folder or the folder of the game you wish to play.
This dictionary has been created by parsing through all known AGI games and
contains the maximum set of common words.

If the dictionary is detected, the Predictive Input Dialog is displayed either
when you click on the command line area (wherever keyboard input is required,
even in dialog boxes), or in some ports by pressing a designated hot key.

The predictive input dialog operates in three modes, switchable by the
(*)Pre/123/Abc button. The primary input method is the predictive mode (Pre)
which resembles the way "fast typing" is performed at phones. The alphabet is
divided into 9 sets which naturally map to the 9 number keys of the numeric
keypad (0 is space). To type in a word, you press once the number of the set
which contains the letter of the word you intend to type, then move on to the
next. For example, to type the command 'look', you should press 5665. As you
gradually type the intended word's numeric code, the dictionary is accessed for
known words matching your input up to that point. As you press more keys, the
prediction converges to the correct word. This is why the printed word may
change dramatically between key presses.  There exist situations though where
more than one words share the same numeric representation. For example the
words 'quit' and 'suit' map to the same number, namely 7848. In these cases the
(#)next button lights up. By pressing it, you can cycle through the list of
words sharing the same code and finally accept the correct one by pressing
(0)space or the Ok button.

The second input method (123) is the numeric input: Each key you press is
entered verbatim as a number.

The third input method (Abc) is the Multi-tap Alpha input mode. This mode is
intended for entering free text, without assistance from the dictionary scheme
of predictive (Pre) mode. The text is entered one letter at the time.  For each
letter first press the number of the set which contains the letter you want,
then use the (#)next button to cycle through the letters and repeat with
another number. For example, to enter the word 'look' you must press the
following: 5##6##6##5#

The dialog is fully usable with the mouse, but a few provisions have been made
in some ScummVM ports to make its use more comfortable by naturally mapping the
functionality to the numeric keypad. Also, the dialog's buttons can be
navigated with the arrow and the enter keys.


3.16) Mickey's Space Adventure notes:
----- -------------------------------
To run Mickey's Space Adventure under ScummVM, the original executable of the
game (mickey.exe) is needed together with the game's data files.

There is extensive mouse support for the game under ScummVM, even though there
wasn't any mouse support in the original game. Menu items can be selected using
the mouse, and it's possible to move to other locations using the mouse as well.
When the mouse cursor is hovered on the edges of the screen, it changes color to
red if it's possible to walk towards that direction. The player can then simply
click on the edges of the game's screen to change location, similar to many
adventure games, which is simpler and more straightforward than moving around
using the menu.


3.17) Winnie the Pooh notes:
----- ----------------------
It's possible to import saved games from the original intepreter of the game in
ScummVM.

There is extensive mouse support for the game under ScummVM, even though there
wasn't any mouse support in the original game. Menu items can be selected using
the mouse, and it's possible to move to other locations using the mouse as well.
When the mouse cursor is hovered on the edges of the screen, it changes color to
red if it's possible to walk towards that direction. The player can then simply
click on the edges of the game's screen to change location, similar to many
adventure games, which is simpler and more straightforward than moving around
using the menu.


3.18) Troll's Tale notes:
----- -------------------
The original game came in a PC booter disk, therefore it's necessary to dump
the contents of that disk in an image file and name it "troll.img" to be able
to play the game under ScummVM.


3.19) Known Problems:
----- ---------------
This release has the following known problems. There is no need to report them,
although patches to fix them are welcome. If you discover a bug that is not
listed here, nor in the compatibility list on the web site, please see
the section on reporting bugs.

     CD Audio Games:
          - When playing games that use CD Audio (FM-TOWNS games, Loom CD, etc)
            users of Microsoft Windows 2000/XP may experience random crashes.
            This is due to a long-standing Windows bug, resulting in corrupt
            game files being read from the CD. Please copy the game data to
            your hard disk to avoid this.

     FM-TOWNS versions:
          - The Kanji versions require the FM-TOWNS Font ROM
          - ScummVM will crash randomly when using the FM-TOWNS Font ROM for
            the Kanji versions of the following games:
            The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge
            and Indiana Jones and the Fate of Atlantis

     Loom:
          - Turning off the subtitles via the config file does not work reliably
            as the Loom scripts automatically turn them on again
          - MIDI support in the EGA version requires the Roland update from
            LucasArts

     The Secret of Monkey Island:
          - MIDI support in the EGA version requires the Roland update from
            LucasArts

     Beneath a Steel Sky:
          - Amiga versions aren't supported
          - Floppy demos aren't supported
          - Not a bug: CD version is missing speech for some dialogs, this is
            normal.

     Broken Sword 1:
          - PlayStation 1 version isn't supported

     Broken Sword 2:
          - PlayStation 1 version isn't supported

     Inherit the Earth: Quest for the Orb
          - Amiga versions aren't supported

     Simon the Sorcerer 1:
          - Subtitles aren't available in the English and German CD versions
            as they are missing the majority of subtitles.

     Simon the Sorcerer 2:
          - Combined speech and subtitles will often cause speech to be
            cut off early, this is a limitation of the original game.
          - Only default language (English) of data files is supported
            in Amiga and Macintosh versions.

     Simon the Sorcerer's Puzzle Pack:
          - No support for displaying, entering, loading or saving high scores.
          - No support for displaying explanation, when clicking on items in
            Swampy Adventures.

     The Feeble Files:
          - Subtitles are often incomplete, they were always disabled in the
            original game.

     The Legend of Kyrandia:
          - Amiga versions aren't supported

     Waxworks
          - No music in the PC version

     Humongous Entertainment games:
          - No support for printing images


4.0) Supported Platforms:
---- --------------------
ScummVM has been ported to run on many platforms and operating systems.
Links to these ports can be found either on the ScummVM web page or by a
Google search. Many thanks to the effort of porters. If you have a port of
ScummVM and wish to commit it into the main SVN, feel free to contact us!

Supported platforms include (but are not limited to):

        UNIX            (Linux, Solaris, IRIX, *BSD)
        Windows
        Windows CE and Windows Mobile  (including Smartphones and PocketPCs)
        Mac OS X
        AmigaOS
        BeOS
        Dreamcast
        iPhone          (also includes the iPod Touch)
        Nintendo DS
        PalmOS
        PlayStation 2
        PlayStation Portable
        RISC OS
        Symbian
        Maemo (Nokia Internet tablets 770, N800, N810)

The Dreamcast port does not support The Curse of Monkey Island, nor The Dig.
The PalmOS port does not support The Curse of Monkey Island, Beneath a Steel
Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some
Palm devices (those with a large dynamic heap).

In the Macintosh port, the right mouse button is emulated via Cmd-Click (that
is, you click the mouse button while holding the Command/Apple/Propeller key).

For the following platforms, custom backends were supported at one point
but currently are not being maintained (usually due to lack of a qualified
maintainer). In some cases (e.g. Linux), the standard SDL support works
instead.

        Linux           (includes iPAQs running Linux)
        MorphOS
        GP32

We have reports about unofficial ports to the following platforms. Please
note that these are not made by us, so we neither endorse nor support them.
Use at your own risk!

        PlayStation 3
        Xbox
        Xbox 360


5.0) Running ScummVM:
---- ----------------
Please note that by default, ScummVM will save games in the directory
it is executed from, so you should refrain from running it from more than
one location. Further information, including how to specify a specific save
directory to avoid this issue, are in section 6.0.

ScummVM can be launched directly by running the executable. In this case,
the built-in launcher will activate. From this, you can add games (click
'Add Game'), or launch games which have already been configured. Games can
also be added in mass quantities. By pressing shift + 'Add Game' (Note that
the image turns to 'Mass Add'), you can then specify a directory to start in,
and ScummVM will attempt to detect games in all subdirectories of that
directory.

ScummVM can also be launched into a game directly using Command Line
arguments -- see the next section.


5.1) Command Line Options:
---- ---------------------

  Usage: scummvm [OPTIONS]... [GAME]

  [GAME]                   Short name of game to load. For example, 'monkey'
                           for Monkey Island. This can be either a built-in
                           gameid, or a user configured target.

  -v, --version            Display ScummVM version information and exit
  -h, --help               Display a brief help text and exit
  -z, --list-games         Display list of supported games and exit
  -t, --list-targets       Display list of configured targets and exit

  -c, --config=CONFIG      Use alternate configuration file
  -p, --path=PATH          Path to where the game is installed
  -x, --save-slot[=NUM]    Savegame slot to load (default: autosave)
  -f, --fullscreen         Force full-screen mode
  -F, --no-fullscreen      Force windowed mode
  -g, --gfx-mode=MODE      Select graphics scaler (see also section 5.3)
  --gui-theme=THEME        Select GUI theme (default, modern, classic)
  --themepath=PATH         Path to where GUI themes are stored
  -e, --music-driver=MODE  Select music driver (see also section 7.0)
  -q, --language=LANG      Select language (see also section 5.2)
  -m, --music-volume=NUM   Set the music volume, 0-255 (default: 192)
  -s, --sfx-volume=NUM     Set the sfx volume, 0-255 (default: 192)
  -r, --speech-volume=NUM  Set the voice volume, 0-255 (default: 192)
  --midi-gain=NUM          Set the gain for MIDI playback, 0-1000 (default: 100)
                           (only supported by some MIDI drivers)
  -n, --subtitles          Enable subtitles (use with games that have voice)
  -b, --boot-param=NUM     Pass number to the boot script (boot param)
  -d, --debuglevel=NUM     Set debug verbosity level
  -u, --dump-scripts       Enable script dumping if a directory called 'dumps'
                           exists in the current directory

  --cdrom=NUM              CD drive to play CD audio from (default: 0 = first
                           drive)
  --joystick[=NUM]         Enable joystick input (default: 0 = first joystick)
  --platform=WORD          Specify version of game (allowed values: 2gs, 3do,
                           acorn, amiga, atari, c64, fmtowns, mac, nes, pc,
                           pce, segacd, windows)
  --savepath=PATH          Path to where savegames are stored
  --extrapath=PATH         Extra path to additional game data
  --soundfont=FILE         Select the SoundFont for MIDI playback (Only
                           supported by some MIDI drivers)
  --multi-midi             Enable combination of Adlib and native MIDI
  --native-mt32            True Roland MT-32 (disable GM emulation)
  --enable-gs              Enable Roland GS mode for MIDI playback
  --output-rate=RATE       Select output sample rate in Hz (e.g. 22050)
  --aspect-ratio           Enable aspect ratio correction
  --render-mode=MODE       Enable additional render modes (cga, ega, hercGreen,
                           hercAmber, amiga)

  --alt-intro              Use alternative intro for CD versions of Beneath a
                           Steel Sky and Flight of the Amazon Queen
  --copy-protection        Enable copy protection in games, when
                           ScummVM disables it by default.
  --talkspeed=NUM          Set talk speed for games (default: 60)
  --demo-mode              Start demo mode of Maniac Mansion (Classic version)
  --tempo=NUM              Set music tempo (in percent, 50-200) for SCUMM games
                           (default: 100)


The meaning of most long options (that is, those options starting with a
double-dash) can be inverted by prefixing them with "no-". For example,
--no-aspect-ratio will turn aspect ratio correction off. This is useful
if you want to override a setting in the configuration file.

The short game name ('game target') you see at the end of the command
line specifies which game is started. It either corresponds to an arbitrary
user defined target (from the configuration file), or to a built-in gameid.
A brief list of the latter can be found in section 3.0.

Examples:
 * Win32:
  Running Monkey Island, fullscreen, from a hard disk:
   C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
  Running Full Throttle from CD, fullscreen and with subtitles enabled:
   C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft

 * Unix:
  Running Monkey Island, fullscreen, from a hard disk:
   /path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
  Running Full Throttle from CD, fullscreen and with subtitles enabled:
   /path/to/scummvm -f -n -p/cdrom/resource/ ft


5.2) Language options:
---- -----------------
ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig,
The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword 1 and
Simon the Sorcerer 1 and 2.

Note that with the exception of Beneath a Steel Sky, Broken Sword 1,
multilanguage versions of Goblins games and Nippon Safes Inc., using this
option does *not* change the language of the game (which usually is hardcoded),
but rather is only used to select the appropriate font (e.g. for a German
version of a game, one containing umlauts).

An exception are The Dig and The Curse of Monkey Island - non-English versions
can be set to 'English.' This however only affects subtitles; game speech will
remain the same.

Maniac Mansion and Zak McKracken
        en  - English (default)
        de  - German
        fr  - French
        it  - Italian
        es  - Spanish

The Dig
        jp  - Japanese
        zh  - Chinese
        kr  - Korean

The Curse of Monkey Island
        en  - English (default)
        de  - German
        fr  - French
        it  - Italian
        pt  - Portuguese
        es  - Spanish
        jp  - Japanese
        zh  - Chinese
        kr  - Korean

Beneath a Steel Sky
        gb  - English (Great Britain) (default)
        en  - English (USA)
        de  - German
        fr  - French
        it  - Italian
        pt  - Portuguese
        es  - Spanish
        se  - Swedish

Broken Sword 1
        en  - English (default)
        de  - German
        fr  - French
        it  - Italian
        es  - Spanish
        pt  - Portuguese
        cz  - Czech

Simon the Sorcerer 1 and 2
        en  - English (default)
        de  - German
        fr  - French
        it  - Italian
        es  - Spanish
        hb  - Hebrew
        pl  - Polish
        ru  - Russian


5.3) Graphics filters:
---- -----------------
ScummVM offers several anti-aliasing filters to attempt to improve visual
quality. These are the same filters used in many other emulators, such as
MAME. These filters take the original game graphics, and scale it by a
certain fixed factor (usually 2x or 3x) before displaying them to you.
So for example, if the game originally run at a resolution of 320x200
(typical for most of the SCUMM games), then using a filter with scale
factor 2x will effectively yield 640x400 graphics. Likewise with a
3x filter you will get 960x600.

They are:
        1x         - No filtering, no scaling. Fastest.
        2x         - No filtering, factor 2x (default for non 640x480 games).
        3x         - No filtering, factor 3x.
        2xsai      - 2xSAI filter, factor 2x.
        super2xsai - Enhanced 2xSAI filtering, factor 2x.
        supereagle - Less blurry than 2xSAI, but slower. Factor 2x.
        advmame2x  - Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
        advmame3x  - Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
        hq2x       - Very nice high quality filter but slow. Factor 2x.
        hq3x       - Very nice high quality filter but slow. Factor 3x.
        tv2x       - Interlace filter, tries to emulate a TV. Factor 2x.
        dotmatrix  - Dot matrix effect. Factor 2x.

To select a graphics filter, pass its name via the '-g' option to scummvm,
for example:

    scummvm -gadvmame2x monkey2

Note #1: Not all backends support all (or even any) of the filters listed above;
some may support additional ones. The filters listed above are those supported
by the default SDL backend.

Note #2: Filters can be very slow when ScummVM is compiled in a debug
configuration without optimizations. And there is always a speed impact when
using any form of anti-aliasing/linear filtering.

Note #3: The FM-TOWNS version of Zak McKracken uses an original resolution
of 320x240, hence for this game scalers will scale to 640x480 or 960x720.
Likewise, games that originally were using 640x480 (such as COMI or Broken Sword)
will be scaled to 1280x960 and 1920x1440.


5.4) Hot Keys:
---- ---------
TODO
TODO: Rework this section to clearly state which hotkeys are implemented in *all*
TODO  games (and for which backends).
TODO: It would also be nice to add information about control on devices w/o a keyboard;
TODO  I.e. document how input on DC, DS, PSP, PS2, PalmOS, WinCE, ... works for each game
TODO  Or at the very least give points as to were one can read up on these.
TODO

ScummVM supports various in-game hotkeys. They differ between SCUMM games and
other games.

    Common:
        Cmd-q                  - Quit (Mac OS X)
        Ctrl-q                 - Quit (other unices including Linux)
        Ctrl-z OR Alt-x        - Quit (other platforms)
        Ctrl-m                 - Toggle mouse capture
        Ctrl-Alt 1-8           - Switch between graphics filters
        Ctrl-Alt + and -       - Increase/Decrease the scale factor
        Ctrl-Alt a             - Toggle aspect-ratio correction on/off
                                 Most of the games use a 320x200 pixel
                                 resolution, which may look squashed on
                                 modern monitors. Aspect-ratio correction
                                 stretches the image to use 320x240 pixels
                                 instead, or a multiple thereof
        Alt-Enter              - Toggles full screen/windowed
        Alt-s                  - Make a screenshot (SDL backend only)

    SCUMM:
        Ctrl 0-9 and Alt 0-9   - Load and save game state
        Ctrl-d                 - Starts the debugger
        Ctrl-f                 - Toggle fast mode
        Ctrl-g                 - Runs in really REALLY fast mode
        Ctrl-t                 - Switch between 'Speech only',
                                 'Speech and Subtitles' and 'Subtitles only'
        Tilde (~)              - Show/hide the debugging console
        [ and ]                - Music volume, down/up
        - and +                - Text speed, slower/faster
        F5                     - Displays a save/load box
        Alt-F5                 - Displays the original save/load box, if the
                                 game has one. You can save and load games using
                                 using this, however it is not intended for this
                                 purpose, and may even crash ScummVM in some
                                 games.
        i                      - Displays IQ points (Indiana Jones and the Last
                                 Crusade, and Indiana Jones and the Fate of
                                 Atlantis)
        Space                  - Pauses
        Period (.)             - Skips current line of text in some games
        Enter                  - Simulate left mouse button press
        Tab                    - Simulate right mouse button press

    Beneath a Steel Sky:
        Ctrl-d                 - Starts the debugger
        Ctrl-f                 - Toggle fast mode
        Ctrl-g                 - Runs in really REALLY fast mode
        F5                     - Displays a save/load box
        Escape                 - Skips the game intro
        Period (.)             - Skips current line of text

    Broken Sword 1:
        F5 or Escape           - Displays save/load box

    Broken Sword 2:
        Ctrl-d                 - Starts the debugger
        Ctrl-f                 - Toggle fast mode
        c                      - Display the credits
        p                      - Pauses

    Flight of the Amazon Queen:
        Ctrl-d                 - Starts the debugger
        Ctrl-f                 - Toggle fast mode
        F1                     - Use Journal (saving/loading)
        F11                    - Quicksave
        F12                    - Quickload
        Escape                 - Skips cutscenes
        Space                  - Skips current line of text

    Future Wars
        F1                     - Examine
        F2                     - Take
        F3                     - Inventory
        F4                     - Use
        F5                     - Activate
        F6                     - Speak
        F9                     - "Activate" menu
        F10                    - "Use" menu
        Escape                 - Bring on command menu

    Nippon Safes
        Ctrl-d                 - Starts the debugger
        l                      - Load game
        s                      - Save game

    Simon the Sorcerer 1 and 2:
        Ctrl 0-9 and Alt 0-9   - Load and save game state
        Ctrl-d                 - Starts the debugger
        Ctrl-f                 - Toggle fast mode
        F1 - F3                - Text speed, faster - slower
        F10                    - Shows all characters and objects you can
                                 interact with
        Escape                 - Skip cutscenes
        - and +                - Music volume, down/up
        m                      - Music on/off
        s                      - Sound effects on/off
        b                      - Background sounds on/off
        p                      - Pauses
        t                      - Switch between speech and subtitles
        v                      - Switch between subtitles only and
                                 combined speech and subtitles
                                 [Simon the Sorcerer 2 only]

    Simon the Sorcerer's Puzzle Pack
        Ctrl-d                 - Starts the debugger
        Ctrl-f                 - Toggle fast mode
        F12                    - High speed mode on/off in Swampy Adventures
        - and +                - Music volume, down/up
        m                      - Music on/off
        s                      - Sound effects on/off
        p                      - Pauses

    The Feeble Files
        Ctrl-d                 - Starts the debugger
        Ctrl-f                 - Toggle fast mode
        F7                     - Switch characters
        F9                     - Hitbox names on/off
        s                      - Sound effects on/off
        b                      - Background sounds on/off
        p                      - Pauses
        t                      - Switch between speech and subtitles
        v                      - Switch between subtitles only and
                                 combined speech and subtitles

    The Legend of Kyrandia:
        Ctrl 0-9 and Alt 0-9   - Load and save game state
        Ctrl-d                 - Starts the debugger

    Touche: The Adventures of the Fifth Musketeer:
        Ctrl-f                 - Toggle fast mode
        F5                     - Displays options
        F9                     - Turn fast walk mode on
        F10                    - Turn fast walk mode off
        Escape                 - Quit
        Space                  - Skips current line of text
        t                      - Switch between 'Voice only',
                                 'Voice and Text' and 'Text only'

Note that using Ctrl-f or Ctrl-g is not recommended: games can crash when
being run faster than their normal speed, as scripts will lose synchronisation.

Note for WinCE users: Due to the limited keyboard input in most devices, a
small subset of these hot keys are supported via key remapping and/or panel
actions. Please consult the README-WinCE.txt file.


6.0) Savegames:
---- ----------
Savegames are by default put in the current directory on some platforms and
preset directories on others.  You can specify the save in the config file by
setting the savepath parameter. See the example config file later in this
readme.

The platforms that currently have a different default directory are:
        Mac OS X:     $HOME/Documents/ScummVM Savegames/
        Other unices: $HOME/.scummvm/


6.1) Autosaves:
---- ----------
For some games (namely "Beneath a Steel Sky", "Flight of the Amazon
Queen" and all SCUMM games), ScummVM will by default automatically
save the current state every five minutes (adjustable via the
"autosave_period" config setting). For the SCUMM engine, it will save
in Slot 0. This savestate can then be loaded again via Ctrl-0, or the
F5 menu.


6.2) Converting Savegames:
---- ----------
Using savegames from original versions, isn't supported by all game engines. Only
the following games, can use savedgames from their original versions.

     Elvira 1
          - Add 8 bytes (savedgame name) to the start of the savegame file
          - Rename the savedgame to 'elvira1.xxx'

     Elvira 2
          - Add 8 bytes (savedgame name) to the start of the savegame file
          - Rename the savedgame to 'elvira2-pc.xxx' (DOS version) or
            'elvira2.xxx' (Other versions)

    Waxworks
          - Add 8 bytes (savedgame name) to the start of the savegame file
          - Rename the savedgame to 'waxworks-pc.xxx' (DOS version) or
            'waxworks.xxx' (Other versions)

     Simon the Sorcerer 1
          - Rename the savedgame to 'simon1.xxx'
 
    Simon the Sorcerer 1
          - Rename the savedgame to 'simon2.xxx'
 
    The Feeble Files
          - Rename the savedgame to 'feeble.xxx'

Where 'xxx' is exact the saved game slot (ie 001) under ScummVM


7.0) Music and Sound:
---- ----------------

On most operating systems and for most games, ScummVM will by default
use Adlib emulation for music playback. MIDI may not be available on
all operating systems or may need manual configuration. If you want to
use  MIDI, you have several different choices of output, depending on
your operating system and configuration.

        null       - Null output. Don't play any music.

        adlib      - Internal Adlib emulation (default)
        fluidsynth - FluidSynth MIDI emulation
        mt32       - Internal MT-32 emulation
        pcjr       - Internal PCjr emulation (only usable in SCUMM games)
        pcspk      - Internal PC Speaker emulation
        towns      - Internal FM-TOWNS YM2612 emulation
                     (only usable in SCUMM FM-TOWNS games)

        alsa       - Output using ALSA sequencer device. See below.
        core       - CoreAudio sound, for Mac OS X users.
        coremidi   - CoreMIDI sound, for Mac OS X users. Use only if you have
                     a hardware MIDI synthesizer.
        qt         - Quicktime sound, for Macintosh users.
        seq        - Use /dev/sequencer for MIDI, *nix users. See below.
        timidity   - Connect to TiMidity++ MIDI server. See below.
        windows    - Windows MIDI. Uses built-in sequencer, for Windows users

To select a sound driver, select it in the Launcher, or pass its name
via the '-e' option to scummvm, for example:

    scummvm -eadlib monkey2


7.1) Playing sound with Adlib emulation:
---- -----------------------------------
By default an Adlib card will be emulated and ScummVM will output the music
as sampled waves. This is the default mode for most games, and offers the
best compatibility between machines and games.


7.2) Playing sound with FluidSynth MIDI emulation:
---- ----------------------------------------------
If ScummVM was build with libfluidsynth support it will be able to play MIDI
music through the FluidSynth driver. You will have to specify a SoundFont to
use, however.

Since the default output volume from FluidSynth can be fairly low, ScummVM will
set the gain by default to get a stronger signal. This can be further adjusted
using the --midi-gain command-line option, or the "midi_gain" config file
setting.

The setting can take any value from 0 through 1000, with the default being 100.
(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
presumably measured in decibel.)

NOTE: The processor requirements for FluidSynth can be fairly high in some
cases. A fast CPU is recommended.


7.3) Playing sound with MT-32 emulation:
---- -----------------------------------
Some games which contain MIDI music data also have improved tracks designed
for the MT-32 sound module. ScummVM can now emulate this device, however you
must provide original MT-32 ROMs to make it work:

MT32_PCM.ROM     - IC21 (512KB)
MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise

Place these ROMs in the game directory, in your extrapath, or in the directory
where your ScummVM executable resides.

You don't need to specify --native-mt32 with this driver, as it automatically
gets turned on.

NOTE: The processor requirements for the emulator are quite high; a fast CPU is
strongly recommended.


7.4) Playing sound with MIDI emulation:
---- ----------------------------------
Some games (such as Sam & Max) only contain MIDI music data.  This once
prevented music for these games from working on platforms that do not support
MIDI, or soundcards that do not provide MIDI drivers (e.g. many soundcards will
not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
waves and Adlib, FluidSynth MIDI emulation or MT-32 emulation using the
-eadlib, -efluidsynth or -emt32 options respectively.  However, if you are
capable of using native MIDI, we recommend using one of the MIDI modes below
for best sound.


7.5) Playing sound with Native MIDI:
---- -------------------------------
Use the appropriate -e<mode> command line option from the list above to
select your preferred MIDI device. For example, if you wish to use the
Windows MIDI driver, use the -ewindows option.


7.5.1) Using MIDI options to customize Native MIDI output:
------ ---------------------------------------------------
ScummVM supports a variety of MIDI modes, depending on the capabilities
of your MIDI device.

If --native-mt32 is specified, ScummVM will treat your device as a real
MT-32. Because the instrument mappings and system exclusive commands of
the MT-32 vary from those of General MIDI devices, you should only
enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
CM-32L, CM-500, or GS device with an MT-32 map.

If --enable-gs is specified, ScummVM will initialize your GS-compatible
device with settings that mimic the MT-32's reverb, (lack of) chorus,
pitch bend sensitivity, etc. If it is specified in conjunction with
--native-mt32, ScummVM will select the MT-32-compatible map and drumset on
your GS device. This setting works better than default GM or GS emulation
with games that do not have custom instrument mappings (Loom and Monkey1).
You should only specify both settings if you are using a GS device that
has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
Please note that --enable-gs is automatically disabled in both DOTT and
Samnmax, since they use General MIDI natively.

If neither of the above settings is enabled, ScummVM will initialize your
device in General MIDI mode and use GM emulation in games with MT-32
soundtracks.

Some games contain sound effects that are exclusive to the Adlib soundtrack.
For these games, you may wish to specify --multi-midi in order to combine
MIDI music with Adlib sound effects.


7.6) Playing sound with Sequencer MIDI:                          [UNIX ONLY]
---- ----------------------------------
If your soundcard driver supports a sequencer, you may set the environment
variable "SCUMMVM_MIDI" to your sequencer device -- for example, to
/dev/sequencer

If you have problems with not hearing audio in this configuration, it is
possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. This
selects the port on the selected sequencer to use. Then start scummvm with the
-eseq parameter. This should work on several cards, and may offer better
performance and quality than Adlib emulation. However, for those systems where
sequencer support does not work, you can always fall back on Adlib emulation.


7.6.1) Playing sound with ALSA sequencer:                        [UNIX ONLY]
------ ----------------------------------
If you have installed the ALSA driver with the sequencer support, then
set the environment variable SCUMMVM_PORT or the config file parameter
alsa_port to your sequencer port. The default is "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) Using TiMidity++ MIDI server:
---- -----------------------------
If you system lacks any MIDI sequencer, but you still want better MIDI quality
than default Adlib emulation can offer, you can try TiMidity++ MIDI server. See
http://timidity.sourceforge.net/ for download and install instructions.

First, you need to start a daemon:

timidity -ir 7777

Now you can start scummvm and try selection TiMidity music output.  By default,
it will connect to localhost:7777, but you can change host/port by defining
"TIMIDITY_HOST" environment variable.


7.8) Using compressed audio files
---- ----------------------------

7.8.0) Using MP3 files for CD audio:
------ -----------------------------
Use LAME or some other MP3 encoder to rip the cd audio tracks to files. Name
the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
to use this option. You will need to rip the file from the CD as a WAV file,
then encode the MP3 files in constant bit rate. This can be done with the
following LAME command line:

  lame -t -q 0 -b 96 track1.wav track1.mp3


7.8.1) Using Ogg Vorbis files for CD audio:
------ ------------------------------------
Use oggenc or some other vorbis encoder to encode the audio tracks to files.
Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
support to use this option. You will need to rip the files from the CD as a WAV
file, then encode the vorbis files. This can be done with the following oggenc
command line with the value after q specifying the desired quality from
0 to 10:

  oggenc -q 5 track1.wav


7.8.2) Using Flac files for CD audio:
------ ------------------------------------
Use flac or some other flac encoder to encode the audio tracks to files.
Name the files track1.flac track2.flac etc. In your filesystem only allows
three letter extensions, name the files track1.fla track2.fla etc.
ScummVM must be compiled with flac support to use this option. You will need to
rip the files from the CD as a WAV file, then encode the flac files. This can
be done with the following flac command line:

  flac --best track1.wav

Remember that the quality is always the same, varying encoder options will only
affect the encoding time and resulting filesize.


7.8.3) Compressing MONSTER.SOU with MP3:
------ ---------------------------------
You need LAME, and our 'compress_scumm_sou' utility from the scummvm-tools
package to perform this task, and ScummVM must be compiled with MAD support.

  compress_scumm_sou monster.sou

Eventually you will have a much smaller monster.so3 file, copy this file
to your game directory. You can safely remove the monster.sou file.


7.8.4) Compressing MONSTER.SOU with Ogg Vorbis:
------ ----------------------------------------
As above, but ScummVM must be compiled with OGG support. Run:

  compress_scumm_sou --vorbis monster.sou

This should produce a smaller monster.sog file, which you should copy to your
game directory. Ogg encoding may take a considerable longer amount of time
than MP3, so have a good book handy.


7.8.5) Compressing MONSTER.SOU with Flac:
------ ----------------------------------------
As above, but ScummVM must be compiled with Flac support. Run:

  compress_scumm_sou --flac monster.sou

This should produce a smaller monster.sof file, which you should copy to your
game directory. Remember that the quality is always the same, varying encoder
options will only affect the encoding time and resulting  filesize. Playing
with the blocksize (-b <value>), has the biggest impact on the resulting
filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
to read the encoder documentation before you use other values.


7.8.6) Compressing music/sfx/speech in AGOS games
------ -----------------------------------------------------------------
Use our 'compress_agos' utility from the scummvm-tools package to perform this
task. You can choose between multiple target formats, but note that you can
only use each if ScummVM was compiled with the respective decoder support
enabled.

  compress_agos effects     (For Acorn CD version of Simon 1)
  compress_agos simon       (For Acorn CD version of Simon 1)
  compress_agos effects.voc (For DOS CD version of Simon 1)
  compress_agos simon.voc   (For DOS CD version of Simon 1)
  compress_agos simon.wav   (For Windows CD version of Simon 1)
  compress_agos simon2.voc  (For DOS CD version of Simon 2)
  compress_agos simon2.wav  (For Windows CD version of Simon 2)
  compress_agos mac         (For Macintosh version of Simon 2)

  compress_agos voices1.wav (For Windows 2CD/4CD version of Feeble)
  compress_agos voices2.wav (For Windows 2CD/4CD version of Feeble)
  compress_agos voices3.wav (For Windows 4CD version of Feeble)
  compress_agos voices4.wav (For Windows 4CD version of Feeble)

  compress_agos Music       (For Windows version of Puzzle Pack)

For Ogg Vorbis add --vorbis to the options, i.e.

  compress_agos --vorbis

For Flac add --flac and optional parameters, i.e.

  compress_agos --flac

Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
file to your game directory. You can safely remove the old file.


7.8.7) Compressing speech/music in Broken Sword 1
------ ------------------------------------------
The 'compress_sword1' tool from the scummvm-tools package can encode music and
speech to MP3 as well as Ogg Vorbis.
The easiest way to encode the files is simply copying the executable into your
BS1 directory (together with the lame encoder) and run it from there.
This way, it will automatically encode everything to MP3.
Afterwards, you can manually remove the SPEECH?.CLU files and the wave music
files.

Running "compress_sword1 --vorbis" will compress the files using Ogg Vorbis
instead of MP3.

Running "compress_sword1 --flac" will compress the files using Flac
instead of MP3.

Use "compress_sword1 --help" to get a full list of the options.


7.8.8) Compressing speech/music in Broken Sword 2
------ ------------------------------------------
Use our 'compress_sword2' utility from the scummvm-tools package to perform this
task. You can choose between multiple target formats, but note  that you can
only use each if ScummVM was compiled with the respective decoder support
enabled.

  compress_sword2 speech1.clu
  compress_sword2 music1.clu

For Ogg Vorbis add --vorbis to the options, i.e.

  compress_sword2 --vorbis

Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
your game directory. You can safely remove the old file.

It is possible to use Flac compression by adding the --flac option. However,
the resulting *.clf file will actually be larger than the original.

Please note that compress_sword2 will only work with the four speech/music
files in Broken Sword 2. It will not work with any of the other *.clu files,
nor will it work with the speech files from Broken Sword 1.


7.9) Output sample rate:
---- -------------------
The output sample rate tells ScummVM how many sound samples to play per channel
per second. There is much that could be said on this subject, but most of it
would be irrelevant here. The short version is that for most games 22050 Hz is
fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
you may want to use 11025 Hz, but it's unlikely that you have to worry about
that.

To elaborate, most of the sounds ScummVM has to play were sampled at either
22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
quality of these sounds. Hence, 22050 Hz is fine.

Some games use CD audio. If you use compressed files for this, they are
probably sampled at 44100 Hz, so for these games that may be a better choice of
sample rate.

When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
is responsible for generating the samples. Usually 22050 Hz will be plenty for
these, but there is at least one piece of Adlib music in Beneath a Steel Sky
that will sound a lot better at 44100 Hz.

Using frequencies in between is not recommended. For one thing, your sound card
may not support it. In theory, ScummVM should fall back on a sensible frequency
in that case, but don't count on it. More importantly, ScummVM has to resample
all sounds to its output frequency. This is much easier to do well if the
output frequency is a multiple of the original frequency.


8.0) Configuration file:
---- -------------------
By default, the configuration file is saved in, and loaded from:

        Windows Vista:
        \Users\username\AppData\Roaming\ScummVM\scummvm.ini,

        Windows 2000/XP:
        \Documents and Settings\username\Application Data\ScummVM\scummvm.ini,

        Windows NT4:
        <windir>\Profiles\username\Application Data\ScummVM\scummvm.ini,

        Windows 95/98/ME:
       <windir>\scummvm.ini,

        If an earlier version of ScummVM was installed under Windows, the
        previous default location of '<windir>\scummvm.ini' will be kept.

        Unix:
        ~/.scummvmrc

        Mac OS X:
        ~/Library/Preferences/ScummVM Preferences

        Others:
        scummvm.ini in the current directory

An example config file looks as follows:

        [scummvm]
        gfx_mode=supereagle
        fullscreen=true
        savepath=C:\saves\

        [sky]
        path=C:\games\SteelSky\

        [germansky]
        gameid=sky
        language=de
        path=C:\games\SteelSky\
        description=Beneath a Steel Sky w/ German subtitles

        [germandott]
        gameid=tentacle
        path=C:\german\tentacle\
        description=German version of DOTT

        [tentacle]
        path=C:\tentacle\
        subtitles=true
        music_volume=40
        sfx_volume=255

        [loomcd]
        cdrom=1
        path=C:\loom\
        talkspeed=5
        savepath=C:\loom\saves\

        [monkey2]
        path=C:\amiga_mi2\
        music_driver=windows

The following keywords are recognized:

        path            string   The path to where a game's data files are
        autosave_period number   The seconds between autosaving (default: 300)
        save_slot       number   The savegame number to load on startup.
        savepath        string   The path to where a game will store its
                                 savegames.
        versioninfo     string   The version of the ScummVM that created the
                                 configuration file.

        gameid          string   The real id of a game. Useful if you have
                                 several versions of the same game, and want
                                 different aliases for them. See the example.
        description     string   The description of the game as it will appear
                                 in the launcher.

        language        string   Specify language (en, us, de, fr, it, pt, es,
                                 jp, zh, kr, se, gb, hb, cz, ru)
        speech_mute     bool     If true, speech is muted
        subtitles       bool     Set to true to enable subtitles.
        talkspeed       number   Text speed

        fullscreen      bool     Fullscreen mode
        aspect_ratio    bool     Enable aspect ratio correction
        gfx_mode        string   Graphics mode (normal, 2x, 3x, 2xsai,
                                 super2xsai, supereagle, advmame2x, advmame3x,
                                 hq2x, hq3x, tv2x, dotmatrix)

        confirm_exit    bool     Ask for confirmation by the user before quitting
                                 (SDL backend only).
        cdrom           number   Number of CD-ROM unit to use for audio. If
                                 negative, don't even try to access the CD-ROM.
        joystick_num    number   Number of joystick device to use for input
        music_driver    string   The music engine to use.
        output_rate     number   The output sample rate to use, in Hz. Sensible
                                 values are 11025, 22050 and 44100.
        alsa_port       string   Port to use for output when using the
                                 ALSA music driver.
        music_volume    number   The music volume setting (0-255)
        multi_midi      bool     If true, enable combination Adlib and native
                                 MIDI.
        soundfont       string   The SoundFont to use for MIDI playback. (Only
                                 supported by some MIDI drivers.)
        native_mt32     bool     If true, disable GM emulation and assume that
                                 there is a true Roland MT-32 available.
        enable_gs       bool     If true, enable Roland GS-specific features to
                                 enhance GM emulation. If native_mt32 is also
                                 true, the GS device will select an MT-32 map
                                 to play the correct instruments.
        sfx_volume      number   The sfx volume setting (0-255)
        tempo           number   The music tempo (50-200) (default: 100)
        speech_volume   number   The speech volume setting (0-255)
        midi_gain       number   The MIDI gain (0-1000) (default: 100) (Only
                                 supported by some MIDI drivers.)

        copy_protection bool     Enable copy protection in certain games, in those
                                 cases where ScummVM disables it by default.
        demo_mode       bool     Start demo in Maniac Mansion
        alt_intro       bool     Use alternative intro for CD versions of
                                 Beneath a Steel Sky and Flight of the Amazon
                                 Queen

        boot_param      number   Pass this number to the boot script

Broken Sword 2 adds the following non-standard keywords:

        gfx_details     number   Graphics details setting (0-3)
        music_mute      bool     If true, music is muted
        object_labels   bool     If true, object labels are enabled
        reverse_stereo  bool     If true, stereo channels are reversed
        sfx_mute        bool     If true, sound effects are muted

Flight of the Amazon Queen adds the following non-standard keywords:

        music_mute      bool     If true, music is muted
        sfx_mute        bool     If true, sound effects are muted

Simon the Sorcerer 1 and 2 add the following non-standard keywords:

        music_mute      bool     If true, music is muted
        sfx_mute        bool     If true, sound effects are muted

The Legend of Kyrandia adds the following non-standard keyword:

        walkspeed       int      The walk speed (0-4)


9.0) Compiling:
---- ----------

You need SDL-1.2.2 or newer (older versions may work, but are
unsupported), and a supported compiler. Several compilers, including
GCC, mingw and recent versions of Microsoft Visual C++ are
supported. If you wish to use MP3-compressed CD tracks or .SOU files,
you will need to install the MAD library; likewise you will need the
appropriate libraries for Ogg Vorbis and FLAC compressed sound. For
MPEG2 support, libmpeg2 is required. For compressed save states, zlib is required.

Some parts of ScummVM, particularly scalers, have highly optimized versions
written in assembler. If you wish to use this option, you will need to install
nasm assembler (see http://nasm.sf.net). Note, that currently we have only x86
MMX optimized versions, and they will not compile on other processors.

On Win9x/NT/XP you can define USE_WINDBG and attach WinDbg to browse debug
messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).


    GCC and MinGW32:
        * Type "./configure"
        * Type "make" (or "gmake", or "gnumake", depending on what GNU make is
          called on your system) and hopefully ScummVM will compile for you.
        * For more information refer to:
          http://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC
          respectively
          http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW

    Microsoft Visual C++ 6.0:
        * Open the workspace file "scummwm.dsw" in the "dists\msvc6" folder.
        * Enter the path to the needed libraries and includes in
          "Tools|Options|Directories".
        * Now it should compile successfully.
        * For more information refer to:
          http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005

    Microsoft Visual C++ 7.0/8.0:
        * Open the solution file "scummwm.sln"  in the "dists\msvc7"
          respectively "dists\msvc8" folder.
        * Enter the path to the needed libraries and includes in
          Tools|Options|Projects|VC++ Directories".
        * Now it should compile successfully.
        * For more information refer to:
          http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005

    Windows Mobile:
        * Please refer to:
          http://wiki.scummvm.org/index.php/Compiling_ScummVM/Windows_CE

    Debian GNU/Linux:
        * Install the packages 'build-essential', 'fakeroot', 'debhelper',
          and 'libsdl1.2-dev' on your system.
        * Install any of these packages (optional): 'libvorbis-dev' (for Ogg
          Vorbis support), 'libasound2-dev' (for ALSA sequencer support),
          'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed
          saves support).
        * Run 'make deb'.
        * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.

    Mac OS X:
        * Make sure you have the developer tools installed.
        * The SDL developer package for OS X available on the SDL web site is
          _not_ suitable. Rather, you require a unix-style build of SDL. One
          way to get that is to install SDL via Fink (http://fink.sf.net).
          Alternatively you could compile SDL manually from source using its
          unix build system (configure && make).
        * Type "./configure" in the ScummVM directory.
        * You can now type 'make' to create a command line binary.
        * To get a version you can run from Finder, type 'make bundle' which
          will create ScummVM.app (this only works out of the box if you
          installed SDL into /sw (as happens if you are using Fink). If you
          have installed SDL in another way, you will have to edit ports.mk).
        * For more information refer to:
          http://wiki.scummvm.org/index.php/Compiling_ScummVM/MacOS_X_Crosscompiling

    AmigaOS 4 (Cross-compiling with Cygwin):
        * Make sure that you have SDL installed, you may also need
          libogg, libvorbis, libvorbisfile, zlib, libmad.
        * Type ./configure --host=ppc-amigaos
        * If you got an error about sdl-config, use --with-sdl-prefix
          parameter to set the path.
        * Check 'config.mk' file and if everything seems to be fine:
        * Run 'make'.
        * Cross-compiling with Linux may be as easy.

     iPhone:
        * Please refer to:
          http://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone

     Maemo:
        * Get Scratchbox environment with Maemo 2.2 rootstrap (2.2 is for 770 and up)
        * Install limbad, Tremor, FLAC, libmpeg2 from source
        * patch scummvm source (some stuff is currently too dirty to be in svn directly)
          patch -p1 < backends/platform/maemo/scummvm-0.11.0-maemo.patch
        * go to backends/platform/maemo
        * run 'make config'
        * run 'make scummvm'
        * create your debian/changelog in top directory
        * run 'make deb' in backends/platform/maemo

------------------------------------------------------------------------
Good Luck and Happy Adventuring!
The ScummVM team.
http://www.scummvm.org/
------------------------------------------------------------------------
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