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James Brown 8258a26aed Fix bad opcode at Zak Airport
svn-id: r3850
2002-04-03 15:51:43 +00:00
dc Minor gfx bugfix. 2002-03-16 18:42:28 +00:00
debian Fixed invalid debian control file 2002-01-25 18:01:27 +00:00
mac Now the Mac Version also opens games kinda like the -p option 2002-03-18 20:04:15 +00:00
macosclassic Added parameters specifications 2002-03-09 13:42:22 +00:00
sound Fixed pal init 2002-03-24 17:49:47 +00:00
v3 Finish gameDetector renaming. 2002-03-25 08:51:34 +00:00
v4 Finish gameDetector renaming. 2002-03-25 08:51:34 +00:00
wince Lots of stuff - GUI fixes. More launcher work... and CD music working in MI1. Thanks to frob and realmz for their work on that. 2002-03-16 05:33:25 +00:00
actor.cpp Fix some VC6++ debug actor-related crashes. 2002-03-29 12:15:41 +00:00
akos.cpp Fixed a bit the gui for FT and DIG. It still doesn't display a thing but it's not crashing anymore 2002-03-25 12:26:37 +00:00
akos.h Fix AKOS on VC :D 2002-03-31 02:01:14 +00:00
boxes.cpp Update project file, and add some checks for uninitied arrays. Stops full throttle crashing, until the AKOS bug. 2002-03-26 05:23:06 +00:00
boxes.h Add gfx.h and akos.h 2002-03-22 03:30:57 +00:00
cdmusic.h Do some stuff to fix loom cd-music syncro. Sequences now run without 'speeding' by.. but they are still slightly out of sync. 2002-03-18 11:50:09 +00:00
copying.txt Initial revision 2001-10-09 14:30:12 +00:00
costume.cpp Preliminary redesigned of the virtual screen system. Now all the screen buffers are in a single 320*200 buffer, making video subprocess far more easy to do. On glitch remain in inventory's black area 2002-03-20 22:58:41 +00:00
debug.cpp I know it probably doesn't look like much, but this is a start to the reorg - basically I've shuffled the Scumm struct around, and turned it into a Class - labeling and grouping functions that are related. 2002-03-20 17:51:07 +00:00
debugrl.cpp Merged Tom Dunstan's debugger readline patch. Define 2001-11-19 00:04:34 +00:00
debugrl.h Merged Tom Dunstan's debugger readline patch. Define 2001-11-19 00:04:34 +00:00
gameDetector.cpp Finish gameDetector renaming. 2002-03-25 08:51:34 +00:00
gameDetector.h Finish gameDetector renaming. 2002-03-25 08:51:34 +00:00
gapi_keys.h winCE part 2 - still gui.cpp and scummvm.cpp left 2002-03-14 14:45:04 +00:00
gfx.cpp Moved the v3 specific version of readIndex 2002-03-25 01:20:05 +00:00
gfx.h Add license boilerplate to akos and gfx. 2002-03-22 03:31:55 +00:00
gui.cpp Wrote the string map for V7. Gui colors are still bad 2002-04-02 17:15:27 +00:00
gui.h Wrote the string map for V7. Gui colors are still bad 2002-04-02 17:15:27 +00:00
init.cpp Another small init fix thanks to Valgrind (using Sam n Max this time). 2002-03-30 21:24:15 +00:00
insane.cpp fixed a little glitch that appeared in insane palette 2002-04-02 17:22:03 +00:00
Makefile Fixed most of the speed issues of insane 2002-03-25 22:46:32 +00:00
Makefile.mingw Add recent changes from Makefile 2002-03-26 07:22:48 +00:00
object.cpp Zak/Loom/Indy3 object flags fix. Only translates CLASS_TOUCHABLE at the moment. 2002-04-03 15:45:32 +00:00
readme.txt Rewire the MIDI subsystem to use drivers selecting from the commandline. 2002-03-14 08:04:21 +00:00
resource.cpp Fix charset background problem in VC 2002-03-31 09:06:51 +00:00
saveload.cpp Move some box stuff from scumm.h to new boxes.h 2002-03-21 16:12:02 +00:00
script_v1.cpp Fix bad opcode at Zak Airport 2002-04-03 15:51:43 +00:00
script_v2.cpp Fixed a bit the gui for FT and DIG. It still doesn't display a thing but it's not crashing anymore 2002-03-25 12:26:37 +00:00
script.cpp Preliminary redesigned of the virtual screen system. Now all the screen buffers are in a single 320*200 buffer, making video subprocess far more easy to do. On glitch remain in inventory's black area 2002-03-20 22:58:41 +00:00
scumm.h Zak/Loom/Indy3 object flags fix. Only translates CLASS_TOUCHABLE at the moment. 2002-04-03 15:45:32 +00:00
scummsys.h Forgot to commit that file, so that it enables USE_QTMUSIC on mac 2002-03-18 16:34:13 +00:00
scummvm.6 Merged David Given's debian control files. 2001-11-19 11:37:38 +00:00
scummvm.cpp Re-enable Monkey Island 2 difficulty level choice 2002-03-31 11:55:24 +00:00
scummvm.dsp Fix some VC6++ debug actor-related crashes. 2002-03-29 12:15:41 +00:00
scummvm.dsw Initial revision 2001-10-09 14:30:12 +00:00
scummvm.spec Added RPM specfile. 2001-11-20 01:49:27 +00:00
sdl.cpp Fix bad opcode at Zak Airport 2002-04-03 15:51:43 +00:00
smush.h Fixed most of the speed issues of insane 2002-03-25 22:46:32 +00:00
sound.cpp Move some box stuff from scumm.h to new boxes.h 2002-03-21 16:12:02 +00:00
sound.h Move some box stuff from scumm.h to new boxes.h 2002-03-21 16:12:02 +00:00
stdafx.cpp I know it probably doesn't look like much, but this is a start to the reorg - basically I've shuffled the Scumm struct around, and turned it into a Class - labeling and grouping functions that are related. 2002-03-20 17:51:07 +00:00
stdafx.h Minor changes to compile WinCE port 2002-03-14 22:45:22 +00:00
string.cpp Fixed pal init 2002-03-24 17:49:47 +00:00
sys.cpp I know it probably doesn't look like much, but this is a start to the reorg - basically I've shuffled the Scumm struct around, and turned it into a Class - labeling and grouping functions that are related. 2002-03-20 17:51:07 +00:00
system.h Fixed most of the speed issues of insane 2002-03-25 22:46:32 +00:00
vars.cpp Fixed a missmatch in the scummvars in V7. Now V7 games are pausable 2002-03-24 00:48:14 +00:00
verbs.cpp I know it probably doesn't look like much, but this is a start to the reorg - basically I've shuffled the Scumm struct around, and turned it into a Class - labeling and grouping functions that are related. 2002-03-20 17:51:07 +00:00
whatsnew.txt updated for version 0.1.0 2002-01-13 19:49:26 +00:00
windows.cpp Lots of stuff - GUI fixes. More launcher work... and CD music working in MI1. Thanks to frob and realmz for their work on that. 2002-03-16 05:33:25 +00:00
x11.cpp Added shaking + 'pixel hunting' and 'right click emulation' modes. Still only working with the 'pre_freeze' label. 2002-03-24 00:04:37 +00:00

ScummVM README
last updated: 2002-03-08
------------------------------------------------------------------------

For more info, please visit the ScummVM home page at:
http://scummvm.sourceforge.net/

About:
------

ScummVM is an implementation of the SCUMM (Script Creation Utility for
Maniac Mansion) engine used in various Lucas Arts games such as Monkey
Island and Day of the Tentacle. At this time ScummVM should be considered
ALPHA software, as it's still under heavy development.

Supported Games:
----------------

At the moment the following games have been reported to work, and should
be playable to the end:

	Monkey Island 1 (CD version)
	Monkey Island 2
	Indiana Jones And The Fate Of Atlantis
	Day Of The Tentacle
        Sam & Max

The following games should load, but are not yet in a playable form.

	Loom (256 color CD version)
	Zak McKraken (256 color FM Towns version)
	Indiana Jones and the Last Crusade (256 color version)
        Full Throttle
        The Dig

The following games are SCUMM engine, but NOT supported by ScummVM (yet).

	Maniac Mansion
	Zak McKraken (16 color floppy version)
	Monkey Island (16 color floppy version)
	Loom (16 color floppy version)
	Curse of Monkey Island

Please be aware that the engine may contains bugs and non-implemented-
features that sometimes make it impossible to finish the game. Save often,
and please file a bug report (follow the link on the homepage) if you discover
such a bug. Attach a saved game if possible.

Known Bugs:
-----------
This release has the following known bugs. There is no need to report them,
although patches to fix them are welcome.

        Sam and Max:
                - Subgames are not fully functional.
                - Game may freeze if you look at the Dragon Heart, or trip
                  an alarm, at Bumpusville
                - Some overlap may occur in graphics, expecially the intro
                - Music does not work with USE_ADLIB

       Monkey 1 (CD):
                - CD Music is not yet working.

Compiling:
----------

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

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

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

Running:
--------

Before you run the engine, you need to put the game's datafiles in a
directory. The filenames must be in lowercase on *nix systems
(monkey2.000 and monkey2.001). If you use a game with speech, the file
monster.sou must reside in the same directory as scummvm.

You can either place the scummvm executable in directory in your path,
or place it one dir up from the games install dir.
Here is a good example installation directory structure.

<root>/Games/LucasArts/
|
+-- scummvm
|
+-- momkey/
|
+-- samnmax/

In this installation, <root> is either C: for Windows user, or /usr/
for *nix systems. To run Monkey Island from this install as a Windows user
you would make a shortcut with this command:

  C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey

Or, if you have, for example, Full Throttle on CD, and you CD drive is D:.

  C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft

The short game name you see at the end of the command line is very
important. You can get the current list of games and game names at:
http://scummvm.sourceforge.net/compatibility.php

Command Line Options:
---------------------

        scummvm [-f] [-n] [-p<path>] [-s<n>] [-m<n>] [-t<n>] [-b<n>] game

        -p<path>  - path to where the game is installed
	-b<num>   - start in that room
        -s<num>   - set the scale factor, 1-3    default is '2'
        -m<num>   - set the music volume, 0-100  default is '60'
        -t<num>   - set music tempo              default is '2031616'
        -e<num>   - select sound engine. see below.
        -g<num>   - select graphics scaler. see below.
	-f        - fullscreen mode
        -n        - disable subtitles
        -r        - enable roland conversion. Use this option if music doesn't sound correct.

In game Hot Keys:
-----------------

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


Graphics filters:
-----------------
ScummVM offers several antialiasing filters to attempt to improve visual
quality. These are the same filters used in many other emulators, such as
MAME. They are:
        -g0 - No filtering. Fastest, obviously.
        -g1 - 2xSal
        -g2 - SuperSal. Less blurrier than 2x, but slightly slower
        -g3 - SuperEagle.

Note that at the moment filters are very slow, and slightly buggy. Use at 
your own risk! .... but feel free to submit a bugfix or optimisation patch :)


Music and Sound: 
----------------
By default, on most operating systems, ScummVM will automatically use ADLIB
emulation. However, some games do not include adlib music - such as Sam and
Max. To hear music in such games, you will need to remove the 'USE_ADLIB'
define and recompile using Midi support.. (TODO: Make ADLIB and MIDI dynamic!)

If you ARE using MIDI, you have several different choices of output, 
depending on your operating system and configuration.

        -e0 - Null output. Don't play any music. This is default on non-windows operating systems
        -e1 - Windows output. This uses the builtin Windows sequencer. Naturally, only on Windows
        -e4 - Quicktime sound, for Macintosh users.


Playing sound with Adlib emulation:
-----------------------------------
If you compile ScummVM with the USE_ADLIB flag, an Adlib card will be
emulated and ScummVM will output the music as sampled waves. This offers
far superior preformance to Timidity, however does not work with some games
such as Sam and Max.


Playing sound with Sequencer:
-----------------------------
If your soundcard driver supports a sequencer, you may set the environment
variable "SCUMMVM_MIDI" to your sequencer device - eg, /dev/sequencer

Then start ScummVM with the parameter '-e3'. This should work on several
cards, and may offer better preformance and quality than Adlib emulation.


Playing music with Timidity:
----------------------------
Start Timidity with the following command line :
	$ timidity -irv 7777
Then start ScummVM with the parameter '-e2'. However, Timidity is not designed
to cope with the rapid changes most iMUSE equipped games use - so Adlib emulation
or sequencer support are the recommended methods for non-windows/non-macintosh 
users.


Savegames:
----------

Savegames are by default put in the current directory. You can use the
environment variable SCUMMVM_SAVEPATH to specify where to put save games.
Don't forget the trailing directory separator.

Bash Example:
        export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/

Windows example:
        set SCUMMVM_SAVEPATH=C:\saved_games\


------------------------------------------------------------------------
Good Luck and Happy Adventuring!
The ScummVM team.
http://scummvm.sourceforge.net/
------------------------------------------------------------------------