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No -DTIMIDITY, etc! Yippie!. Also updated readme. svn-id: r3743
221 lines
7.4 KiB
Plaintext
221 lines
7.4 KiB
Plaintext
ScummVM README
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last updated: 2002-03-08
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------------------------------------------------------------------------
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For more info, please visit the ScummVM home page at:
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http://scummvm.sourceforge.net/
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About:
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------
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ScummVM is an implementation of the SCUMM (Script Creation Utility for
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Maniac Mansion) engine used in various Lucas Arts games such as Monkey
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Island and Day of the Tentacle. At this time ScummVM should be considered
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ALPHA software, as it's still under heavy development.
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Supported Games:
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----------------
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At the moment the following games have been reported to work, and should
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be playable to the end:
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Monkey Island 1 (CD version)
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Monkey Island 2
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Indiana Jones And The Fate Of Atlantis
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Day Of The Tentacle
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Sam & Max
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The following games should load, but are not yet in a playable form.
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Loom (256 color CD version)
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Zak McKraken (256 color FM Towns version)
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Indiana Jones and the Last Crusade (256 color version)
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Full Throttle
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The Dig
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The following games are SCUMM engine, but NOT supported by ScummVM (yet).
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Maniac Mansion
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Zak McKraken (16 color floppy version)
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Monkey Island (16 color floppy version)
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Loom (16 color floppy version)
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Curse of Monkey Island
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Please be aware that the engine may contains bugs and non-implemented-
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features that sometimes make it impossible to finish the game. Save often,
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and please file a bug report (follow the link on the homepage) if you discover
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such a bug. Attach a saved game if possible.
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Known Bugs:
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-----------
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This release has the following known bugs. There is no need to report them,
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although patches to fix them are welcome.
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Sam and Max:
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- Subgames are not fully functional.
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- Game may freeze if you look at the Dragon Heart, or trip
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an alarm, at Bumpusville
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- Some overlap may occur in graphics, expecially the intro
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- Music does not work with USE_ADLIB
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Monkey 1 (CD):
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- CD Music is not yet working.
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Compiling:
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----------
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You need SDL-1.2.2 (maybe older versions will work), and a supported
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compiler. At the moment only GCC and Microsoft Visual C++ are
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supported.
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GCC:
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* Type make (or gmake if that's what GNU make is called on your
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system) and hopefully ScummVM will compile for you.
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Microsoft Visual C++:
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* Open the workspace, scummwm.dsw
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* If you want to compile the GDI version, remove sdl.cpp from the
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project and add windows.cpp. for the SDL version, remove
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windows.cpp from the project and add sdl.cpp.
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* Enter the path to the SDL include files in Tools|Options|Directories
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* Now it should compile successfully.
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Running:
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--------
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Before you run the engine, you need to put the game's datafiles in a
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directory. The filenames must be in lowercase on *nix systems
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(monkey2.000 and monkey2.001). If you use a game with speech, the file
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monster.sou must reside in the same directory as scummvm.
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You can either place the scummvm executable in directory in your path,
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or place it one dir up from the games install dir.
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Here is a good example installation directory structure.
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<root>/Games/LucasArts/
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+-- scummvm
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+-- momkey/
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+-- samnmax/
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In this installation, <root> is either C: for Windows user, or /usr/
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for *nix systems. To run Monkey Island from this install as a Windows user
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you would make a shortcut with this command:
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C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
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Or, if you have, for example, Full Throttle on CD, and you CD drive is D:.
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C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
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The short game name you see at the end of the command line is very
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important. You can get the current list of games and game names at:
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http://scummvm.sourceforge.net/compatibility.php
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Command Line Options:
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---------------------
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scummvm [-f] [-n] [-p<path>] [-s<n>] [-m<n>] [-t<n>] [-b<n>] game
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-p<path> - path to where the game is installed
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-b<num> - start in that room
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-s<num> - set the scale factor, 1-3 default is '2'
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-m<num> - set the music volume, 0-100 default is '60'
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-t<num> - set music tempo default is '2031616'
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-e<num> - select sound engine. see below.
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-g<num> - select graphics scaler. see below.
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-f - fullscreen mode
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-n - disable subtitles
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-r - enable roland conversion. Use this option if music doesn't sound correct.
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In game Hot Keys:
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-----------------
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Ctrl 0-9 and Shift 0-9 to load and save states.
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Ctrl-z quits
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Ctrl-f runs in fast mode.
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Ctrl-d starts the debugger.
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Ctrl-s shows memory consumption.
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F5 displays a save/load box.
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Space pauses.
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Alt-Enter toggles full screen (on *nix only)
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Graphics filters:
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-----------------
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ScummVM offers several antialiasing filters to attempt to improve visual
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quality. These are the same filters used in many other emulators, such as
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MAME. They are:
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-g0 - No filtering. Fastest, obviously.
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-g1 - 2xSal
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-g2 - SuperSal. Less blurrier than 2x, but slightly slower
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-g3 - SuperEagle.
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Note that at the moment filters are very slow, and slightly buggy. Use at
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your own risk! .... but feel free to submit a bugfix or optimisation patch :)
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Music and Sound:
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----------------
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By default, on most operating systems, ScummVM will automatically use ADLIB
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emulation. However, some games do not include adlib music - such as Sam and
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Max. To hear music in such games, you will need to remove the 'USE_ADLIB'
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define and recompile using Midi support.. (TODO: Make ADLIB and MIDI dynamic!)
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If you ARE using MIDI, you have several different choices of output,
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depending on your operating system and configuration.
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-e0 - Null output. Don't play any music. This is default on non-windows operating systems
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-e1 - Windows output. This uses the builtin Windows sequencer. Naturally, only on Windows
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-e4 - Quicktime sound, for Macintosh users.
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Playing sound with Adlib emulation:
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-----------------------------------
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If you compile ScummVM with the USE_ADLIB flag, an Adlib card will be
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emulated and ScummVM will output the music as sampled waves. This offers
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far superior preformance to Timidity, however does not work with some games
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such as Sam and Max.
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Playing sound with Sequencer:
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-----------------------------
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If your soundcard driver supports a sequencer, you may set the environment
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variable "SCUMMVM_MIDI" to your sequencer device - eg, /dev/sequencer
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Then start ScummVM with the parameter '-e3'. This should work on several
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cards, and may offer better preformance and quality than Adlib emulation.
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Playing music with Timidity:
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----------------------------
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Start Timidity with the following command line :
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$ timidity -irv 7777
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Then start ScummVM with the parameter '-e2'. However, Timidity is not designed
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to cope with the rapid changes most iMUSE equipped games use - so Adlib emulation
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or sequencer support are the recommended methods for non-windows/non-macintosh
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users.
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Savegames:
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----------
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Savegames are by default put in the current directory. You can use the
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environment variable SCUMMVM_SAVEPATH to specify where to put save games.
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Don't forget the trailing directory separator.
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Bash Example:
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export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
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Windows example:
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set SCUMMVM_SAVEPATH=C:\saved_games\
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------------------------------------------------------------------------
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Good Luck and Happy Adventuring!
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The ScummVM team.
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http://scummvm.sourceforge.net/
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------------------------------------------------------------------------
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