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ScummVM README Last updated: 2003-08-02 Release version: 0.5.3-cvs ------------------------------------------------------------------------ For more information, compatibility lists, details on donating, the latest release, progress reports and more, please visit the ScummVM home page at: http://www.scummvm.org/ About: ------ ScummVM is a collection of interpreters, capable of emulating several adventure game engines. ScummVM mainly supports engines created using SCUMM (Script Creation Utility for Maniac Mansion), used in various LucasArts games such as Monkey Island, Day of the Tentacle, and others. ScummVM also contains interpreters for several non-SCUMM games, currently these are Simon the Sorcerer (1 & 2), and Beneath a Steel Sky. 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! Contacting: ----------- The easiest way to contact the ScummVM team is by submitting bug reports or commenting in our forums. You can also join and e-mail the scummvm-devel mailing list, or chat with us on irc (#scummvm, irc.freenode.net) Supported Games: ---------------- At the moment the following games have been reported to work, and should be playable to the end. However, this list generally applies to PC versions. Mac versions should work after being "ReSCUMM'ed" (see later in this document), and Amiga versions of games may work with the 'Amiga' flag turned on - but this is not always true. SCUMM Games: Maniac Mansion (Classic Version) [Game: maniac] Maniac Mansion (Enhanced Version) [Game: maniac] Zak McKracken (Classic Version) [Game: zak] Zak McKracken (Enhanced Version) [Game: zak] Indiana Jones & the Last Crusade (EGA) [Game: indy3ega] Indiana Jones & the Last Crusade (256) [Game: indy3] Indiana Jones & the Last Crusade (256 FM Towns) [Game: indy3towns] Loom (16 color floppy version) [Game: loom] Loom (256 FM Towns) [Game: loomtowns] Loom (256 color CD version) [Game: loomcd] Zak McKracken (256 FM Towns) [Game: zak256] Monkey Island 1 (EGA) [Game: monkeyega] Monkey Island 1 (VGA) [Game: monkeyvga] Monkey Island 1 (CD) [Game: monkey/monkey1] Monkey Island 2 [Game: monkey2] Indiana Jones and the Fate of Atlantis [Game: atlantis] Day of the Tentacle [Game: tentacle] Sam & Max [Game: samnmax] The Dig [Game: dig] Curse of Monkey Island [Game: comi] Other Games: Beneath a Steel Sky [Game: sky] Simon the Sorcerer 1 [Game: simon1dos/ simon1talkie/simon1win] Simon the Sorcerer 2 [Game: simon2dos/ simon2talkie/ simon2win/simon2mac] The following games should be finishable, but have some criticial problems that prevent them from being fully supported at this time. Please do not file bug reports about them. Full Throttle [Game: ft] 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. Putt-Putt Goes To The Moon [Game: puttmoon] Putt-Putt's Fun Pack [Game: funpack] Fatty Bear's Birthday Surprise [Game: fbear] Fatty Bear's Fun Pack [Game: fbpack] Broken Sword II [Game: sword2] The following games are SCUMM engine, but NOT supported by ScummVM (yet). Putt-Putt Joins the Parade Most other Humongous Entertainment titles Please be aware that the engine may contain bugs and unimplemented features that sometimes make it impossible to finish the game. Save often, and please file a bug report (instructions on submitting bug reports are below) if you encounter such a bug in a 'supported' game. Supported Platforms: ------------------- ScummVM has been ported to run on many platforms and operating systems. Links to these ports can be found either on the ScummVM web page or by a Google search. Many thanks to the effort of porters. If you have a port of ScummVM and wish to commit it into the main CVS, feel free to contact us! Windows - SDL Windows CE - SDL (iPaq and other handheld devices) Linux - X11 & OSS audio (includes iPaqs running Linux) Mac OS X - SDL AmigaOS - SDL/AGA MorphOS - custom backend BeOS - SDL Acorn (RiscOS) - ??? Dreamcast - custom backend GP32 - custom backend PalmOS - custom backend UNIX - SDL (Linux, Solaris, IRIX, *BSD) Neither the Dreamcast nor Palm ports support Curse of Monkey Island or either Simon the Sorcerer game. The Dig is also currently unsupported on the Dreamcast port, and will only work on some Palm devices (those with a large dynamic heap). The PalmOS port also lacks support for Beneath a Steel Sky. Copy Protection: ---------------- The ScummVM team does not condone piracy. However, there are cases when LucasArts themselves bundled cracked interpreters with their own games -- the data files still contain the copy protection scripts, but the interpreter bypasses them. There is no way for us to tell the difference between legitimate and pirated data files, so for the games where we know the original interpreter may have been cracked ScummVM will always have to bypass the copy protection. At the time of writing, that includes the following games: Indiana Jones & the Last Crusade (EGA) Indiana Jones & the Last Crusade (256 color FM Towns version) Loom (16 color floppy version) Maniac Mansion Monkey Island 1 (EGA) Monkey Island 1 (VGA) Monkey Island 2 Zak McKracken (256 color FM Towns version) Beneath a Steel Sky (bypassed with permission from Revolution) In most cases ScummVM will still show the copy protection screen. Try entering any answer. Chances are that it will work. Known Problems in ScummVM 0.5.3(CVS): -------------------------------- 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 table on the web site, please see the section on Reporting Bugs. Maniac Mansion (Classic): - Actors sometimes cause minor graphical glitches - The last 8 lines of room graphics are sometimes cut off when changing rooms Zak McKracken (Classic): - Actors sometimes cause minor graphical glitches Indiana Jones & the Last Crusade (EGA): - In some rooms Indy may be able to walk to odd places Indiana Jones & the Last Crusade (256): - In some rooms Indy may be able to walk to odd places FM Towns versions: - No support for Kanji versions - All the FM Towns versions of games are extremely rare, And as the ScummVM team does not encourage piracy in any way, we don't know where to buy or download a copy of these games. Petition LucasArts to re-release them :) Loom (EGA): - MIDI support requires the Roland update from LucasArts Monkey Island 1 (EGA): - MIDI support requires the Roland update from LucasArts Indiana Jones and the Fate of Atlantis: - Keyboard fighting does not work. ScummVM now defaults to using mouse fighting. Sam and Max: - Highway subgame does not behave correctly. Beneath a Steel Sky: - Floppy demo does not work at all - Amiga versions aren't supported and probably never will be - Not a bug: CD version is missing speech for some dialog Simon the Sorcerer 1: - No inventory scrolling arrows shown in simon1dos and simon1talkie, can still move around inventory though. - simon1dos freezes briefly after Swampling leaves his house and when talking to demons in Sordid's Tower Simon the Sorcerer 2: - Text in copy protection screen of simon2dos is only shown for a short time - simon2dos and simon2talkie (With subtitles enabled) freeze briefly when Pirate Captain is talking to Mate, when Simon tries to escape - Only default language in data files is supported in simon2mac - F10 key animation in simon2mac is different compared to original game Curse of Monkey Island - The "Pirate Song" scene does not play correctly - All CD games: - If you are experiencing random crashes, and your game plays music from CD, you have encountered a Windows bug. Try copying the data files from CD to your hard disk, and running them from there. Simon the Sorcerer 1 and 2 games note -------------------------------------- The Simon the Sorcerer 1 & 2 games were split into several targets to make coding easier and to make it more clear which target should be used: simon1dos - Use for Simon the Sorcerer 1 for DOS (Disk) simon2dos - Use for Simon the Sorcerer 2 for DOS (Disk) simon1talkie - Use for Simon the Sorcerer 1 Talkie for DOS (CD) simon2talkie - Use for Simon the Sorcerer 2 Talkie for DOS (CD) simon1win - Use for Simon the Sorcerer 1 Talkie for Windows (CD) simon2win - Use for Simon the Sorcerer 2 Talkie for Windows (CD) simon2mac - Use for Simon the Sorcerer 2 Talkie for Amiga or Mac (CD) If you have the dual version of Simon the Sorcerer 1 or 2 on CD, then you will find the Windows version in the main directory of CD and the DOS Talkie version in the DOS directory of the CD. Reporting Bugs: --------------- To report a bug, please create a SourceForge account and follow the bugs link from our homepage. Please make sure the bug is reproducible, and still occurs in the latest daily build/current CVS version. Also check the existing bug list, and compatibility listing for that game, to ensure the issue is not already known. Do NOT report bugs on games that are not listed as being completable above. We -know- those games have bugs. Please include the following information: - ScummVM version (PLEASE test the latest CVS/Daily build) - Bug details, including instructions on reproducing - Language of game (English, German, ...) - Version of game (Talkie, Floppy, ...) - Platform and Compiler (Win32, Linux, FreeBSD, ...) - Attach a save game if possible - If this bug only occurred recently, please note the last version without the bug, and the first version including the bug. That way we can fix it quicker by looking at the changes made. Compiling: ---------- You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and a supported compiler. Several compilers, including GCC, mingw and Microsoft Visual C++ are supported. If you wish to use MP3-compressed CD tracks or .SOU files, you will need to install the MAD library and define USE_MAD. Tools for compressing .SOU files to .SO3 files can be found in the 'tools' CVS module, or in the 'scummvm-tools' package. You can also comment/uncomment appropriate lines in the build.rules file to use sdl_gl.cpp instead of sdl.cpp. This allows hardware accelerated bilinear filtering by using OpenGL textures. On Win9x/NT/XP you can define USE_WINDBG and attach WinDbg to browse debug messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml). GCC: * Type ./configure * Type make (or gmake if that's what GNU make is called on your system) and hopefully ScummVM will compile for you. Mingw: * Open Makefile.mingw, alter SDL paths and choose compiling options. * Type make -f Makefile.mingw, hopefully ScummVM will compile for you. Microsoft Visual C++: * Open the workspace, scummwm.dsw * Enter the path to the SDL include files in Tools|Options|Directories * Now it should compile successfully. PocketPC - Windows CE: * Download the SDLAudio library: http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip * Open and compile the SDLAudio WCEBuild/WCEBuild workspace in EVC++ * Open the ScummVM wince/PocketScumm workspace * Enter the SDLAudio directory to your includes path * Enter the compiled SDLAudio.lib to your link libraries list * Now it should compile successfully Debian GNU/Linux: * Install the packages 'build-essential', 'fakeroot', 'debhelper', 'libsdl1.2-dev', and 'libmad0-dev' on your system. * Optional: Install the 'libvorbis-dev' and/or the 'libasound2-dev' packages, and edit the Makefile to turn on support for Ogg Vorbis and/or the ALSA sequencer. * Run 'make deb'. * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done. Mac OS X: * Make sure you have the developer tools installed. * Edit backends/sdl/build.rules, and enable the Mac OS X specific line(s). * Depending on where you have installed SDL, you have to add the location of its headers to the INCLUDES variables. For example if you installed SDL via Fink, you can add this at the end of build.rules: INCLUDES+= -I/sw/include * You can now 'make' to create a command line binary. * To get a version you can run from Finder, type 'make bundle' which will create ScummVM.app. Running: -------- Before you run the engine, you need to put the game's datafiles in a directory. The filenames must not be in mixed case on *nix systems (for example, these are valid names: "monkey2.000", "MONKEY2.000", while this is a bad one: "Monkey2.000"). If you use a game with speech, the file monster.sou must reside in the same directory as the datafiles. For example, to run a copy of Monkey Island installed in C:\Games\LucasArts under Windows, you would make a shortcut calling this command: C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey Under Unix, the commandline would be: /path/to/scummvm -f -p/games/LucasArts/monkey/ monkey Or, if you have, for example, Full Throttle on CD, and your CD drive is D:, and you wish to disable subtitles and run in fullscreen: C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft /path/to/scummvm -f -n -p/mnt/cdrom/resource/ ft Note that if you run the game once this way, and specify the -w commandline parameter (or edit the config file manually), ScummVM will remember the path, and other settings for this game. Documentation on the configuration file can be found near the end of this readme. The short game name ('game target') you see at the end of the command line is very important. A short list is contained at the top of this file. You can also get the current list of games and game names at: http://www.scummvm.org/compatibility.php For the adventurous, who like to live on the edge... you can download daily builds of Win32 from the Download page of the main ScummVM homepage. Command Line Options: --------------------- scummvm [OPTIONS] [GAME] [GAME] - Short name of game to load. For example, 'monkey' for Monkey Island. -p<path> - Path to where the game is installed. Default is CWD. -x[<num>] - Save game slot to load (default: autosave) -f - Full-screen mode. (-F forces window mode.) -g<mode> - Select graphics scaler. See below. -e<mode> - Select sound engine. See below. -q<lang> - Select language. See below. -c<num> - Drive to play cd audio from. E.g., 0 is first drive. -m<num> - Set the music volume, 0-255. Default is '192' -o<num> - Set the master volume, 0-255. Default is '192' -s<num> - Set the sfx volume, 0-255. Default is '192' -t<num> - Set music tempo. 50-200. Default is '100' (percent) -n - Disable subtitles. Use with games that have voice. -y - Set talk speed ('yak option'). Default is '60' -l<file> - Load alternate configuration file -w[<file>] - Write configuration file -v - Show version information and exit -z - Display list of games -b<num> - Pass number to the boot script (boot param) -d[<num>] - Set debug verbosity to <num> -u - Dump scripts if a directory called 'dumps' exists in current directory --platform= - Specify version of game (amiga,atari-st,macintosh) --multi-midi - Enable combination Adlib and native MIDI --native-mt32 - True Roland MT-32 (disable GM emulation) --fullscreen - Full-screen mode (same as -f) --aspect-ratio - Enable aspect ratio correction --demo-mode - Start demo mode of Maniac Mansion (Classic version) --floppy-intro - Use floppy version intro for Beneath a Steel Sky CD The meaning of long options can be inversed by prefixing them with "no-", e.g. --no-aspect-ratio. This is useful if you want to override a setting in the configuration file. Hot Keys: --------- ScummVM supports various in game hotkeys. They differ between the scumm and simon games. Common: Ctrl-z OR Alt-x - quit Keyboard Arrow Keys - simulate mouse movement Ctrl-f - runs in fast mode. Ctrl-Alt 0-9 - Switch between graphics filters 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. Ctrl-Alt-b - Switch beetwen bilinear and non-linear filtering [OpenGL backend] Alt-Enter - toggles full screen/windowed Scumm: Ctrl 0-9 and Alt 0-9 - load and save game state Ctrl-g - runs in really REALLY fast mode. Ctrl-d - starts the debugger. Tilde (~) - Show/hide the debugging console Ctrl-s - shows memory consumption. [ and ] - music volume, down/up - and + - text speed, slower/faster F5 - displays a save/load box. Space - pauses Period (.) - skips current line of text in some games Enter - simulate left mouse button press Tab - simulate right mouse button press Simon: F1 - F3 - text speed, faster - slower F10 - shows all characters and objects you can interact with - and + - music volume, down/up m - music on/off s - sound effects on/off b - background sounds on/off Beneath a Steel Sky: Escape - skip the intro F5 - display the save/load/options box Period (.) - skip the current line of text Note that using ctrl-f and ctrl-g are not recommended: Games can crash when being ran faster than their normal speed, as scripts will lose synchronisation Language options: ----------------- ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig, Curse of Monkey Island, Beneath a Steel Sky, and Simon the Sorcerer 1 & 2. Maniac Mansion and Zak McKracken: en - English (default) de - German fr - French it - Italian es - Spanish The Dig: jp - Japanese zh - Chinese kr - Korean 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 Simon the Sorcerer 1 & 2: en - English (default) de - German fr - French it - Italian es - Spanish hb - Hebrew 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. Note: the resolutions listed assume the game was originally 320x200 They are: normal - No filtering, original 320x200 resolution. Fastest. 2x - No filtering, double screen/window size to 640x400 (default) 3x - No filtering, triple screen/window size to 960x600 2xsai - 2xsai filtering, double screen/window size to 640x400 super2xsai - Enhanced 2xsai filtering. 640x400 screen/window size supereagle - Less blurry than 2xsai, but slower. Also 640x400 advmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI. advmame3x - 960x600 scaling. Doesn't rely on blurring like 2xSAI. tv2x - 640x400 scaling. Horizontal scanlines. dotmatrix - 640x400 scaling. Dot matrix effect. opengl - OpenGL with bilinear filtering [Unsupported] To select a graphics filter, pass its name via the '-g' option to scummvm, for example: scummvm -g advmame2x monkey2 Note #1: Not all backends support all or any filters. The ones listed above are for the default SDL backend. Note #2: Filters can be very slow when ScummVM is compiled in a debug configuration without optimizations. And there is always a speed impact when using any form of anti-aliasing/linear filtering. Note #3: The FmTowns version of Zak (zak256 target) uses an original resolution of 320x240 - hence for this game scalers will scale to 640x480 or 960x720. Note #4: The OpenGL filter is included as a curiosity only. It's use is unsupported, and unrecommended. The only benefit is hardware accelerated scaling, but any machine with an OpenGL card should be fast enough to use the software scalers (see above). Autosaves: ---------- Because ScummVM is still a beta product, it -can- crash and/or hang occasionally. As such, every five minutes it will save a game in Slot 0. This game can be loaded via Ctrl-0, or the F5 menu. This autosaving does not, however, occur with Simon the Sorcerer. Savegames: ---------- Savegames are by default put in the current directory. You can specify the save in the config file by setting the savepath parameter. See the example config file later in this readme. You can also use the environment variable SCUMMVM_SAVEPATH to specify where to put save games. Don't forget the trailing directory separator. Also be aware that saved games may break between ScummVM releases. Bash (Unix) Example: export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/ Windows example: set SCUMMVM_SAVEPATH=C:\saved_games\ Music and Sound: ---------------- By default, on most operating systems, ScummVM will automatically use Adlib emulation. MIDI may not be available on all operating systems or may need manual configuration. If you ARE using MIDI, you have several different choices of output, depending on your operating system and configuration. adlib - Uses internal Adlib Emulation (default) pcjr - Uses internal PCjr Emulation pcspk - Uses internal PC Speaker Emulation windows - Windows MIDI. Uses built-in sequencer, for Windows users seq - Uses /dev/sequencer for MIDI, *nix users. See below. qt - Quicktime sound, for Macintosh users. core - CoreAudio sound, for MacOS X users. amidi - Uses the MorphOS MIDI system, for MorphOS users alsa - Output using ALSA sequencer device. See below. null - Null output. Don't play any music. To select a sound driver, pass its name via the '-e' option to scummvm, for example: scummvm -e adlib monkey2 Playing sound with Adlib emulation: ----------------------------------- By default an Adlib card will be emulated and ScummVM will output the music as sampled waves. This is the default mode for most games, and offers the best compatibility between machines and games. Playing sound with MIDI emulation: ---------------------------------- Until recently, some games (particularly Sam and Max) were only able to run in MIDI mode. This prevented music for these games from working on platforms that do not support MIDI, or soundcards that do not provide MIDI drivers (e.g., many soundcards will not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled waves and Adlib emulation using the -eadlib option. However, if you are capable of using native MIDI, we recommend using one of the MIDI modes below for best sound. Playing sound with Native MIDI: ------------------------------- Use the appropriate -e<mode> command line option from the list above to select your preferred MIDI device. For example, if you wish to use the Windows MIDI driver, use the -ewindows option. Playing sound with Sequencer MIDI: [UNIX ONLY] ---------------------------------- If your soundcard driver supports a sequencer, you may set the environment variable "SCUMMVM_MIDI" to your sequencer device - e.g., /dev/sequencer If you have problems with not hearing audio in this configuration, it is possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. This selects the port on the selected sequencer to use. Then start scummvm with the -eseq parameter. This should work on several cards, and may offer better performance and quality than Adlib emulation. However, for those systems where sequencer support does not work, you can always fall back on Adlib emulation. Playing sound with ALSA sequencer: [UNIX ONLY] ---------------------------------- If you have installed the ALSA driver with the sequencer support, then set the environment variable "SCUMMVM_PORT" to your sequencer port - e.g. 65:0 Here is a little howto on how to use the ALSA sequencer with your soundcard. In all cases, to have a list of all the sequencer ports you have, try the command "aconnect -o -l". 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, or if you want to take advantage of your TiMidity samples, then you can ask TiMidity to become an ALSA sequencer output. Here is a quick way to do so: timidity -iAqqq -B2,8 -Os1S -s 44100 & If you get distorted output with this setting try dropping the -B2,8 or changing the value. Then the TiMidity port will be visible from the 'aconnect -o -l' list. You should launch it as root, since it will try to set up some real time priority. You can also use FluidSynth for a software synth that supports sound fonts, if you don't have any MIDI hardware. An example usage of FluidSynth might look like this: fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2 Then use 'aconnect -o -l' as above to find what port its on. Using MP3 files for CD audio: ----------------------------- Use LAME or some other mp3 encoder to rip the cd audio tracks to files. Name the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support to use this option. You'll need to rip the file from the CD as a WAV file, then encode the MP3 files in Constant Bit Rate sampled at 22 kHz. This can be done with the following LAME command line: lame -t -q 0 -b 96 --resample 22.05 track1.wav track1.mp3 Using Ogg Vorbis files for CD audio: ------------------------------------ Use oggenc or some other vorbis encoder to encode the audio tracks to files. Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis support to use this option. You'll need to rip the files from the CD as a WAV file, then encode the vorbis files to be sampled at 22 kHz. This can be done with the following oggenc command line with the value after q specifying the desired quality from 0 to 10: oggenc -q 5 --resample 22050 track1.wav Compressing MONSTER.SOU with MP3: --------------------------------- You need LAME, and our extract util from the scummvm-tools package to perform this task, and ScummVM must be compiled with MAD support. Make a backup file of your MONSTER.SOU before attempting this. Copy your MONSTER.SOU file to a temporary folder. Then run: extract monster.sou In about 30 minutes or so, you will have a much smaller monster.so3 file, copy this file to your game dir. You can safely remove the monster.sou file. Compressing MONSTER.SOU with Ogg Vorbis: ---------------------------------------- As above but run: extract --vorbis monster.sou This should produce a smaller monster.sog file, which you should copy to your game dir. Compressing sound effects and speech files in Simon the Sorcerer 1 and 2 ----------------------------------------------------------------------- You need LAME, and our simon2mp3 util from the scummvm-tools package to perform this task, and ScummVM must be compiled with MAD support. Make a backup of the file before attempting this. Copy the file to a temporary folder. Then run: simon2mp3 effects.voc (For simon1talkie) simon2mp3 simon.voc (For simon1talkie) simon2mp3 simon.wav (For simon1win) simon2mp3 simon2.voc (For simon2talkie) simon2mp3 simon2.wav (For simon2win) In about 30 minutes or so, you will have a much smaller *.mp3 file, copy this file to your game dir. You can safely remove the old file. Using data files from Macintosh game versions: ---------------------------------------------- All LucasArts Scumm based adventures except CMI also exist in versions for the Macintosh. ScummVM can use most (all?) of them, however, in some case some additional work is required. First off, if you are not using a Macintoh for this, accessing the CD/floppy data might be tricky. There are various tools on the net for this, though. Secondly, most of the newer games shipped only with a single data file on the Macintosh. You first have to run the 'rescumm' tool from the scummvm-tools package to extract the data files ScummVM excpects. You invoke rescumm like this (where DATAFILE is the path to the single big data file): rescumm DATAFILE It will extract the data into the current directory, so make sure to run it from a writable directory. Configuration file: ------------------- By default, the configuration file is saved in, and loaded from: Windows: <windir>\scummvm.ini, Unix: ~/.scummvmrc Mac OS X: ~/Library/Preferences/ScummVM Preferences Others: scummvm.ini in the current directory An example config file looks as follows: [scummvm] gfx_mode=supereagle fullscreen=true savepath=C:\saves\ [germandott] gameid=tentacle path=C:\german\tentacle\ description=German version of DOTT [tentacle] path=C:\tentacle\ nosubtitles=true master_volume=98 music_volume=40 sfx_volume=255 [loomcd] cdrom=1 path=C:\loom\ talkspeed=55 [monkey2] path=C:\amiga_mi2\ music_driver=windows amiga=true The following keywords are recognized: basename string path string The path to where a game's data files are read_only bool If true, ScummVM will never try to overwrite the configuration file. save_slot savepath 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, de, fr, it, pt, es, jp, zh, kr, hb) nosubtitles bool Set to true to suppress subtitles. talkspeed number Text speed (default: 60) fullscreen bool Fullscreen mode aspect_ratio bool Enable aspect ratio correction gfx_mode string Graphics mode (normal, 2x, 3x, 2xsai, super2xsai, supereagle, advmame2x, advmame3x, tv2x, dotmatrix) cdrom int Number of CD-ROM unit to use for audio. If negative, don't even try to access the CD-ROM. master_volume int The master volume setting (0-255) music_driver string The music engine to use. music_volume int The music volume setting (0-255) multi_midi bool If true, enable combination Adlib and native MIDI. native_mt32 bool If true, disable GM emulation and assume that there is a true Roland MT-32 available. sfx_volume int The sfx volume setting (0-255) tempo int The music tempo (50-200) (default: 100) demo_mode bool Start demo in Maniac Mansion (Classic version) floppy_intro bool Use floppy version of introduction in Beneath a Steel Sky (CD version) debuglevel int Enable debug output. The higher number, the more verbose output. Credits: -------- The ScummVM team: James Brown - Lead Developer Max Horn - Lead Developer Robert Goeffringmann - Engine: Beneath a Steel Sky Jonathan Gray - Engine: SCUMM Oliver Kiehl - Engine: Beneath a Steel Sky, Simon Pawel Kolodziejski - Engine: SCUMM (Codecs, iMUSE, Smush, etc.) Joost Peters - Engine: Beneath a Steel Sky Chris Apers - Port: PalmOS Nicolas Bacca - Port: PocketPC/WinCE port Marcus Comstedt - Port: DreamCast Ruediger Hanke - Port: MorphOS Travis Howell - Port: Win32, Engine: Simon Peter Moraliyski - Port: GP32 Lionel Ulmer - Port: X11 Torbjorn Andersson - Generic Bugfixer and Patch Submitter Jamieson Christian - iMUSE, MIDI, all things musical. Jochen Hoenicke - Speaker & PCjr sound support, Adlib work Jeremy Newman - Webmaster Retired Team Members: Ralph Brorsen - Help with GUI Implementation Vincent Hamm - Co-Founder Felix Jakschitsch - Zak256 reverse engineering Mutwin Kraus - Original MacOS Porter Ludvig Strigeus - Original ScummVM and SimonVM Author Contributors: Stuart Caie - Decoders for Simon 1 Amiga data files Janne Huttunen - V3 actor mask support, Dig/FT SMUSH audio Kovacs Endre Janos - Several fixes for Simon1 Jeroen Janssen - Numerous readability and bugfix patches Claudio Matsuoka - Daily Linux/BeOS builds Gregory Montoir - AdvanceMAME Scale-2X, TV 2x and Dot Matrix implementation Mikesch Nepomuk - MI1 VGA Floppy patches. Nicolas Noble - Config file and ALSA support Edward Rudd - Fixes for playing MP3 versions of MI1/Loom Audio Daniel Schepler - Final MI1 CD music support/ Initial Ogg Vorbis support Andre Souza - SDL-based OpenGL renderer Tim 'realmz' - Initial MI1 CD music support And to all the contributors, users, and beta testers we've missed. Thanks! Special thanks to: Sander Buskens - For his work on the initial reversing of Monkey2 Kevin Carnes - For Scumm16, the basis of ScummVM older gfx codec Jim Leiterman - Various info on his FmTowns/Marty SCUMM ports Jimmi Thogersen - For ScummRev, and much obscure code/documentation Tony Warriner and everyone at Revolution Sofware Ltd. for sharing with us the source of some of their brilliant games, and being supportive above and beyond the call of duty. Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at LucasFilm/LucasArts who made SCUMM the insane mess to reimplement that it is today. Feel free to drop us a line and tell us what you think, guys! ------------------------------------------------------------------------ Good Luck and Happy Adventuring! The ScummVM team. http://www.scummvm.org/ ------------------------------------------------------------------------