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1003 lines
44 KiB
Plaintext
ScummVM README
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Last updated: 2003-12-20
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Release version: 0.5.7-cvs
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------------------------------------------------------------------------
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For more information, compatibility lists, details on donating, the latest
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release, progress reports and more, please visit the ScummVM home page
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at: http://www.scummvm.org/
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Table of Contents:
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------------------
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1.0) About
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2.0) Contacting
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* 2.1 Reporting Bugs
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3.0) Supported Games
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* 3.1 Copy Protection
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* 3.2 Simon the Sorcerer notes
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* 3.3 Known Bugs
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4.0) Supported Platforms
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5.0) Running ScummVM
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* 5.1 Command Line Options
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* 5.2 Language Options
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* 5.3 Graphics Filters
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* 5.4 Hotkeys
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* 5.5 Using Macintosh games
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6.0) Savegames
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* 6.1 Autosaves
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7.0) Music and Sound
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* 7.1 Adlib emulation
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* 7.2 MIDI emulation
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* 7.3 Native MIDI support
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* 7.4 UNIX native & ALSA sequencer support
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* 7.5 Using MP3 or OGG to store/compress audio
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8.0) Configuration Files
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9.0) Compiling
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X.X) Credits
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1.0) About:
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---- ------
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ScummVM is a collection of interpreters, capable of emulating several
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adventure game engines. ScummVM mainly supports engines created using
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SCUMM (Script Creation Utility for Maniac Mansion), used in various
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LucasArts games such as Monkey Island, Day of the Tentacle, and others.
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ScummVM also contains interpreters for several non-SCUMM games, currently
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these are Beneath a Steel Sky, Broken Sword II and Simon the Sorcerer 1 & 2
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At this time ScummVM should be considered beta software, and is still
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under heavy development. Be aware that whilst we attempt to make sure
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that many games can be completed with few major bugs, crashes can happen.
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If you enjoy ScummVM feel free to donate using the PayPal button on the
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ScummVM homepage. This will help us buy utilities needed to develop ScummVM
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easier and quicker. If you cannot donate, help and contribute a patch!
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2.0) Contacting:
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---- ----------
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The easiest way to contact the ScummVM team is by submitting bug reports or
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commenting in our forums. You can also join and e-mail the scummvm-devel
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mailing list, or chat with us on irc (#scummvm on irc.freenode.net)
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Please do not ask us to support an unsupported game - read our homepages
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FAQ first.
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2.1) Reporting Bugs:
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---- ---------------
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To report a bug, please create a SourceForge account and follow the bugs
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link from our homepage. Please make sure the bug is reproducible, and
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still occurs in the latest daily build/current CVS version. Also check
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the known bugs list (below) and compatibility listing for that game, to
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ensure the issue is not already known.
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Also do not report bugs on games that are not listed as being completable
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in the 'Supported Games' section, or compatibility list. We -know- those
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games have bugs.
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Please include the following information:
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- ScummVM version (PLEASE test the latest CVS/Daily build)
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- Bug details, including instructions on reproducing
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- Language of game (English, German, ...)
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- Version of game (talkie, floppy, ...)
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- Platform and Compiler (Win32, Linux, FreeBSD, ...)
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- Attach a save game if possible
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- If this bug only occurred recently, please note the last
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version without the bug, and the first version including
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the bug. That way we can fix it quicker by looking at the
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changes made.
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3.0) 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. However, this list generally applies to PC versions.
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Mac versions should work after being "ReSCUMM'ed" (see later in this document),
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and Amiga versions of games may work with the 'Amiga' flag turned on - but
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this is not always true.
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SCUMM Games:
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Maniac Mansion (Classic Version) [Game: maniac]
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Maniac Mansion (Enhanced Version) [Game: maniac]
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Zak McKracken (Classic Version) [Game: zak]
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Zak McKracken (Enhanced Version) [Game: zak]
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Indiana Jones & the Last Crusade (EGA) [Game: indy3ega]
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Indiana Jones & the Last Crusade (256) [Game: indy3]
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Indiana Jones & the Last Crusade (256 FM Towns) [Game: indy3towns]
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Loom (16 color floppy version) [Game: loom]
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Loom (256 FM Towns) [Game: loomtowns]
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Loom (256 color CD version) [Game: loomcd]
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Zak McKracken (256 FM Towns) [Game: zaktowns]
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Monkey Island 1 (EGA) [Game: monkeyega]
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Monkey Island 1 (VGA) [Game: monkeyvga]
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Monkey Island 1 (CD) [Game: monkey/monkey1]
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Monkey Island 2 [Game: monkey2]
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Indiana Jones and the Fate of Atlantis [Game: atlantis]
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Day of the Tentacle [Game: tentacle]
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Sam & Max [Game: samnmax]
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The Dig [Game: dig]
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Curse of Monkey Island [Game: comi]
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Other Games:
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Beneath a Steel Sky [Game: sky]
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Simon the Sorcerer 1 [Game: simon1acorn/
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simon1dos/
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simon1talkie/
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simon1win]
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Simon the Sorcerer 2 [Game: simon2dos/
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simon2talkie/
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simon2win
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simon2mac]
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The following games should be completable, but have some critical problems that
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prevent them from being fully supported at this time. Please do not file bug
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reports about them.
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Flight of the Amazon Queen [Game: queen]
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Full Throttle [Game: ft]
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Broken Sword I [Game: sword1]
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Broken Sword II [Game: sword2]
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The following games should load, but are not yet fully playable. Play these at
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your own risk, and please do not file bug reports about them. If you want
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the latest updates on game compatibility, visit our web site and view the
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compatibility chart.
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Putt-Putt Goes To The Moon [Game: puttmoon]
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Putt-Putt's Fun Pack [Game: funpack]
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Fatty Bear's Birthday Surprise [Game: fbear]
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Fatty Bear's Fun Pack [Game: fbpack]
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The following games are SCUMM engine, but NOT supported by ScummVM (yet).
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Putt-Putt Joins the Parade
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Most other Humongous Entertainment titles
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Please be aware that the engine may contain bugs and unimplemented features
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that sometimes make it impossible to finish the game. Save often, and please
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file a bug report (instructions on submitting bug reports are below) if you
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encounter such a bug in a 'supported' game.
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3.1) Copy Protection:
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---- ----------------
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The ScummVM team does not condone piracy. However, there are cases when
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LucasArts themselves bundled cracked interpreters with their own games --
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the data files still contain the copy protection scripts, but the interpreter
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bypasses them. There is no way for us to tell the difference between legitimate
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and pirated data files, so for the games where we know the original interpreter
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may have been cracked ScummVM will always have to bypass the copy protection.
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At the time of writing, that includes the following games:
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Indiana Jones & the Last Crusade (EGA)
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Indiana Jones & the Last Crusade (256 color FM Towns version)
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Loom (16 color floppy version)
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Maniac Mansion
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Monkey Island 1 (EGA)
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Monkey Island 1 (VGA)
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Monkey Island 2
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Zak McKracken (EGA)
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Zak McKracken (256 color FM Towns version)
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Beneath a Steel Sky (bypassed with permission from Revolution)
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In most cases ScummVM will still show the copy protection screen. Try entering
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any answer. Chances are that it will work.
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3.2) Simon the Sorcerer 1 and 2 notes:
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---- ---------------------------------
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The Simon the Sorcerer 1 & 2 games were split into several targets to make
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coding easier and to make it more clear which target should be used:
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simon1dos - Use for Simon the Sorcerer 1 for DOS (Disk)
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simon2dos - Use for Simon the Sorcerer 2 for DOS (Disk)
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simon1talkie - Use for Simon the Sorcerer 1 Talkie for DOS (CD)
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simon2talkie - Use for Simon the Sorcerer 2 Talkie for DOS (CD)
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simon1win - Use for Simon the Sorcerer 1 Talkie for Windows (CD)
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simon2win - Use for Simon the Sorcerer 2 Talkie for Windows (CD)
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simon2mac - Use for Simon the Sorcerer 2 Talkie for Amiga or Mac (CD)
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If you have the dual version of Simon the Sorcerer 1 or 2 on CD,
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then you will find the Windows version in the main directory of CD
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and the DOS Talkie version in the DOS directory of the CD.
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3.3) Known Problems in ScummVM 0.5.5-cvs
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---- -----------------------------------
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This release has the following known problems. There is no need to report them,
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although patches to fix them are welcome. If you discover a bug that is not
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listed here, nor in the compatibility table on the web site, please see
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the section on Reporting Bugs.
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// FIXME: Are these two still present? Many walk-related fixes lately...
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Indiana Jones & the Last Crusade (EGA):
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- In some rooms Indy may be able to walk to odd places
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Indiana Jones & the Last Crusade (256):
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- In some rooms Indy may be able to walk to odd places
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FM Towns versions:
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- Kanji versions require the FM Towns Font ROM
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- All the FM Towns versions of games are extremely rare,
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And as the ScummVM team does not encourage piracy in any
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way, we don't know where to buy or download a copy of these
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games. Petition LucasArts to re-release them :)
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Loom (EGA):
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- MIDI support requires the Roland update from LucasArts
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Monkey Island 1 (EGA):
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- MIDI support requires the Roland update from LucasArts
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Sam and Max:
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- Highway subgame does not behave correctly.
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- Music is broken under Dreamcast, causing game freezes
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Beneath a Steel Sky:
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- Floppy demo does not work at all
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- Amiga versions aren't supported and probably never will be
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- Not a bug: CD version is missing speech for some dialog
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- ScummVM 0.5.0 contained a bug in the savegame system.
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If you experience problems using an old savegame, it may be
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corrupt, and you will need to start a new game using this
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version.
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Simon the Sorcerer 2:
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- Text in copy protection screen of simon2dos is only shown for
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a short time
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- simon2dos and simon2talkie (With subtitles enabled) freeze
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briefly when Pirate Captain is talking to Mate, when Simon
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tries to escape
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- Only default language in data files is supported in simon2mac
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- F10 key animation in simon2mac is different compared to
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original game
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Curse of Monkey Island
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- The "Pirate Song" scene does not play correctly
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- Some minor graphical glitches remain
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All CD games:
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- If you are experiencing random crashes, and your game
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plays music from CD, you have encountered a Windows bug.
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Try copying the data files from CD to your hard disk, and
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running them from there.
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4.0) Supported Platforms:
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---- --------------------
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ScummVM has been ported to run on many platforms and operating systems.
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Links to these ports can be found either on the ScummVM web page or by a
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Google search. Many thanks to the effort of porters. If you have a port of
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ScummVM and wish to commit it into the main CVS, feel free to contact us!
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Windows - SDL
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Windows CE - SDL (iPaq and other handheld devices)
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Linux - X11/OSS audio (includes iPaqs running Linux)
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Mac OS X - SDL
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AmigaOS - SDL
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MorphOS - Custom backend
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BeOS - SDL
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Acorn (RiscOS) - ???
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Dreamcast - Custom backend
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GP32 - Custom backend
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PalmOS - Custom backend
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UNIX - SDL (Linux, Solaris, IRIX, *BSD)
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The Dreamcast port does not support Curse of Monkey Island, nor The Dig.
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The PalmOS port does not support Curse of Monkey Island, Beneath a Steel
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Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some
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Palm devices (those with a large dynamic heap).
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In the Macintosh port, the right mouse button is emulated via Cmd-Click (that
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is, you click the mouse button while holding the Command/Apple/Propeller key).
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5.0) Running ScummVM:
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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 not be in mixed case on *nix systems
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(for example, these are valid names: "monkey2.000", "MONKEY2.000", while
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this is a bad one: "Monkey2.000"). If you use a game with speech, the file
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monster.sou must reside in the same directory as the datafiles.
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Please note that by default, ScummVM will save games in the directory
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it is executed from, so you should refrain from running it from more than
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one location. Further information, including how to specify a specific save
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directory to avoid this issue, are in section 6.0.
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ScummVM can be launched directly by running the executable. In this case,
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the in-built launcher will activate. From this, you can add games (click
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'Add Game'), or launch games which have already been configured.
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ScummVM can also be launched into a game directly using Command Line
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arguments - see the next section.
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5.1) Command Line Options:
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---- ---------------------
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Usage: scummvm [OPTIONS]... [GAME]
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[GAME] Short name of game to load. For example, 'monkey'
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for Monkey Island. This can be either a built-in
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gameid, or a user configured target.
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-v, --version Display ScummVM version information and exit
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-h, --help Display a brief help text and exit
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-z, --list-games Display list of supported games and exit
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-t, --list-targets Display list of configured targets and exit
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-p, --path=PATH Path to where the game is installed
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-x, --save-slot[=NUM] Save game slot to load (default: autosave)
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-f, --fullscreen Force full-screen mode
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-F, --no-fullscreen Force windowed mode
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-g, --gfx-mode=MODE Select graphics scaler (see also section 5.3)
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-e, --music-driver=MODE Select music driver (see also section 7.0)
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-q, --language=LANG Select language (see also section 5.2)
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-m, --music-volume=NUM Set the music volume, 0-255 (default: 192)
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-o, --master-volume=NUM Set the master volume, 0-255 (default: 192)
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-s, --sfx-volume=NUM Set the sfx volume, 0-255 (default: 192)
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-n, --subtitles Enable subtitles (use with games that have voice)
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-b, --boot-param=NUM Pass number to the boot script (boot param)
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-d, --debuglevel=NUM Set debug verbosity level
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-u, --dump-scripts Enable script dumping if a directory called 'dumps'
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exists in the current directory
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--cdrom=NUM CD drive to play CD audio from (default: 0 = first
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drive)
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--joytick[=NUM] Enable input with joystick (default: 0 = first
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joystick)
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--platform=WORD Specify version of game (allowed values: amiga,
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atari, mac, pc)
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--multi-midi Enable combination of Adlib and native MIDI
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--native-mt32 True Roland MT-32 (disable GM emulation)
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--aspect-ratio Enable aspect ratio correction
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--floppy-intro Use floppy version intro for Beneath a Steel Sky CD
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--copy-protection Enable copy protection in SCUMM games ,when
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ScummVM disables it by default.
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--demo-mode Start demo mode of Maniac Mansion (Classic version)
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--tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games
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(default: 100)
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--talkspeed=NUM Set talk speed for SCUMM games (default: 60)
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The meaning of most long options can be inverted by prefixing them with "no-",
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e.g. --no-aspect-ratio. This is useful if you want to override a setting in the
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configuration file.
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The short game name ('game target') you see at the end of the command
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line is very important. A short list is contained at the top of this
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file. You can also get the current list of games and game names at:
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http://www.scummvm.org/compatibility.php
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Examples:
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* Win32:
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Running Monkey Island, fullscreen, from a hard disk:
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C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
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Running Full Throttle from CD, fullscreen and with subtitles enabled:
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C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
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* Unix:
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Running Monkey Island, fullscreen, from a hard disk:
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/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
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Running Full Throttle from CD, fullscreen and with subtitles enabled:
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/path/to/scummvm -f -n -p/cdrom/resource/ ft
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5.2) Language options:
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---- -----------------
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ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig,
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Curse of Monkey Island, Beneath a Steel Sky. and Simon the Sorcerer 1 & 2.
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Maniac Mansion and Zak McKracken
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en - English (default)
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de - German
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fr - French
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it - Italian
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es - Spanish
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The Dig
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jp - Japanese
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zh - Chinese
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kr - Korean
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Curse of Monkey Island
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en - English (default)
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de - German
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fr - French
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it - Italian
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pt - Portuguese
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es - Spanish
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jp - Japanese
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zh - Chinese
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kr - Korean
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Beneath a Steel Sky:
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gb - English (Great Britain) (default)
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en - English USA
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de - German
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fr - French
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it - Italian
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pt - Portuguese
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es - Spanish
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se - Swedish
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Simon the Sorcerer: 1 & 2
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en - English (default)
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de - German
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fr - French
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it - Italian
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es - Spanish
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hb - Hebrew
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5.3) Graphics filters:
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---- -----------------
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ScummVM offers several anti-aliasing 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. These filters take the original game graphics, and scale it by a
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certain fixed factor (usually 2x or 3x) before displaying them to you.
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So for example, if the game originally run at a resolution of 320x200
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(typical for most of the SCUMM games), then using a filter with scale
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factor 2x will effectively yield 640x400 graphics. Likewise with a
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3x filter you'll get 960x600.
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They are:
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normal - No filtering, no scaling. Fastest.
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2x - No filtering, factor 2x (default for non 640x480 games).
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3x - No filtering, factor 3x.
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2xsai - 2xsai filter, factor 2x.
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super2xsai - Enhanced 2xsai filtering, factor 2x.
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supereagle - Less blurry than 2xsai, but slower. Factor 2x.
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advmame2x - Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
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advmame3x - Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
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hq2x - Very nice high quality filter but slow. Factor 2x.
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hq3x - Very nice high quality filter but slow. Factor 3x.
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tv2x - Interlace filter, tries to emulate a TV. Factor 2x.
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dotmatrix - Dot matrix effect. Factor 2x.
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To select a graphics filter, pass its name via the '-g' option to scummvm,
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for example:
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scummvm -g advmame2x monkey2
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Note #1: Not all backends support all or any filters. The ones listed above
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are for the default SDL backend.
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Note #2: Filters can be very slow when ScummVM is compiled in a debug
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configuration without optimizations. And there is always a speed impact when
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using any form of anti-aliasing/linear filtering.
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|
|
Note #3: The Fm Towns version of Zak (zaktowns target) uses an original
|
|
resolution of 320x240 - hence for this game scalers will scale to
|
|
640x480 or 960x720.
|
|
|
|
5.4 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 - Toggle fast mode.
|
|
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.
|
|
|
|
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
|
|
Alt-Enter - Toggles full screen/windowed
|
|
Enter - Simulate left mouse button press
|
|
Tab - Simulate right mouse button press
|
|
|
|
Simon:
|
|
Ctrl 0-9 and Alt 0-9 - Load and save game state
|
|
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
|
|
p - Toggles pause
|
|
t - Switch between speech and subtitles
|
|
v - Switch between subtitles only and
|
|
combined speech & subtitles.
|
|
[Simon the Sorcerer 2 only]
|
|
|
|
Beneath a Steel Sky:
|
|
Ctrl 0-9 and Alt 0-9 - Load and save game state
|
|
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.
|
|
|
|
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
|
|
|
|
5.5 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 Macintosh 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 expects. 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.
|
|
|
|
6.0) 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\
|
|
|
|
6.1) 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 1 and 2.
|
|
|
|
|
|
7.0) 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
|
|
towns - Uses FM-Towns YM2612 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
|
|
|
|
|
|
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 MIDI emulation:
|
|
---- ----------------------------------
|
|
Some games (such as Sam and 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 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.
|
|
|
|
7.3) 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.
|
|
|
|
|
|
7.4.0 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.
|
|
|
|
|
|
7.4.1 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 noticable 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. To reduce the possibility of )
|
|
|
|
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.
|
|
|
|
7.5.0) 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'll 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
|
|
|
|
|
|
7.5.1) 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'll 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
|
|
|
|
|
|
7.5.2) 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 directory. You can safely remove the monster.sou
|
|
file.
|
|
|
|
|
|
7.5.3) Compressing MONSTER.SOU with Ogg Vorbis:
|
|
------ ----------------------------------------
|
|
As above, but ScummVM must be compiled with OGG support. Run:
|
|
|
|
extract --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.
|
|
|
|
|
|
7.5.4) Compressing sfx/speech 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 (For simon1acorn)
|
|
simon2mp3 simon (For simon1acorn)
|
|
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.
|
|
|
|
|
|
8.0) 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\
|
|
|
|
[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
|
|
master_volume=98
|
|
music_volume=40
|
|
sfx_volume=255
|
|
|
|
[loomcd]
|
|
cdrom=1
|
|
path=C:\loom\
|
|
talkspeed=55
|
|
savepath=C:\loom\saves\
|
|
|
|
[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 number The save game 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, de, fr, it, pt, es, jp,
|
|
zh, kr,se, gb, hb)
|
|
subtitles bool Set to true to enable 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,
|
|
hq2x, hq3x, tv2x, dotmatrix)
|
|
|
|
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
|
|
master_volume number The master volume setting (0-255)
|
|
music_driver string The music engine to use.
|
|
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.
|
|
native_mt32 bool If true, disable GM emulation and assume that
|
|
there is a true Roland MT-32 available.
|
|
sfx_volume number The sfx volume setting (0-255)
|
|
tempo number The music tempo (50-200) (default: 100)
|
|
|
|
copy_protection bool Enable copy protection in SCUMM games ,when
|
|
ScummVM disables it by default.
|
|
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)
|
|
|
|
boot_param number Pass this number to the boot script
|
|
debuglevel number Enable debug output. The higher number, the
|
|
more verbose output.
|
|
|
|
Broken Sword II 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
|
|
speech_mute bool If true, speech is muted
|
|
speech_volume number The speech volume setting (0-255)
|
|
|
|
Simon the Sorcerer 1 & 2 add the following non-standard keywords:
|
|
|
|
fade bool If true, fade effect is enabled
|
|
slow_down number Makes games slower (1- 10)
|
|
speech bool If true, speech is enabled
|
|
[Simon the Sorcerer 2 only]
|
|
|
|
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 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 - Windows 95/98/ME/NT/2000/XP/2003:
|
|
* 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',
|
|
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.
|
|
* 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.
|
|
|
|
X.X Credits:
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--- --------
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The ScummVM team:
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James Brown - Lead developer
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Max Horn - Lead developer
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Torbjorn Andersson - Engine: SCUMM, Broken Sword II
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David Eriksson - Engine: Flight of the Amazon Queen
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Robert Goeffringmann - Engine: Beneath a Steel Sky (maintainer)
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Jonathan Gray - Engine: SCUMM, Broken Sword II
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Oliver Kiehl - Engine: Beneath a Steel Sky, Simon
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Pawel Kolodziejski - Engine: SCUMM (Codecs, iMUSE, Smush, etc.)
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Gregory Montoir - Engine: Flight of the Amazon Queen
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Joost Peters - Engine: Beneath a Steel Sky,
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Flight of the Amazon Queen
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Eugene Sandulenko - Engine: SCUMM (FT INSANE, bugfixes)
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Chris Apers - Port: PalmOS
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Nicolas Bacca - Port: PocketPC/WinCE port
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Marcus Comstedt - Port: Dreamcast
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Ruediger Hanke - Port: MorphOS
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Travis Howell - Port: Win32, Engine: Simon (maintainer)
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Peter Moraliyski - Port: GP32
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Lionel Ulmer - Port: X11
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Jamieson Christian - iMUSE, MIDI, all things musical.
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Jochen Hoenicke - Speaker & PCjr sound support, Adlib work
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Jeremy Newman - Webmaster
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Retired Team Members:
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Ralph Brorsen - Help with GUI implementation
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Vincent Hamm - Co-Founder
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Felix Jakschitsch - Zak256 reverse engineering
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Mutwin Kraus - Original MacOS porter
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Ludvig Strigeus - Original ScummVM and SimonVM author
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Contributors:
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Quietust - Sound support for Amiga SCUMM V2 - V3 games
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Stuart Caie - Decoders for Simon 1 Amiga data files
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Janne Huttunen - V3 actor mask support, Dig/FT Smush audio
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Kovacs Endre Janos - Several fixes for Simon1
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Jeroen Janssen - Numerous readability and bugfix patches
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Claudio Matsuoka - Daily Linux/BeOS builds
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Mikesch Nepomuk - MI1 VGA floppy patches.
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Nicolas Noble - Config file and ALSA support
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Edward Rudd - Fixes for playing MP3 versions of MI1/Loom audio
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Daniel Schepler - Final MI1 CD music support/
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Initial Ogg Vorbis support
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Andre Souza - SDL-based OpenGL renderer
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Tim 'realmz' - Initial MI1 CD music support
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Tore Anderson - Packaging for Debian GNU/Linux
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And to all the contributors, users, and beta testers we've missed.
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Thanks!
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Special thanks to:
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Sander Buskens - For his work on the initial reversing of Monkey2
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Kevin Carnes - For Scumm16, the basis of ScummVM older gfx codec
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Jim Leiterman - Various info on his Fm Towns/Marty SCUMM ports
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Jimmi Thogersen - For ScummRev, and much obscure code/documentation
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Tony Warriner and everyone at Revolution Software Ltd. for sharing
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with us the source of some of their brilliant games, allowing us to
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release Beneath a Steel Sky as freeware... and generally being
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supportive above and beyond the call of duty.
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Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at
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LucasFilm/LucasArts who made SCUMM the insane mess to reimplement
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that it is today. Feel free to drop us a line and tell us what you
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think, guys!
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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://www.scummvm.org/
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------------------------------------------------------------------------
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