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600 lines
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Plaintext
600 lines
25 KiB
Plaintext
ScummVM README
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Last updated: 2002-11-11
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Release version: 0.2.81 [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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About:
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------
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ScummVM is an implementation of the SCUMM (Script Creation Utility for
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Maniac Mansion) engine used in various Lucas Arts games such as Monkey
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Island and Day of the Tentacle. At this time ScummVM should be considered
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ALPHA software, as it's still under heavy development. Be aware that while
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many games will work with few major bugs, crashes can happen. Also note
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that saved games can, and probably will, be incompatible between releases.
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Also ScummVM is capable of playing several non-SCUMM games, at the moment
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this includes Simon The Sorcerer.
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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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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, irc.freenode.net)
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Supported Games:
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----------------
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At the moment the following games have been reported to work, and should
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be playable to the end:
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Indiana Jones & the Last Crusade (256) [Game: indy3]
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Loom (256 color CD version) [Game: loomcd]
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Zak McKraken (256 color FM Towns version) [Game: zak256]
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Monkey Island 1 (VGA version) [Game: monkeyvga]
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Monkey Island 1 (CD version) [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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Simon The Sorcerer [Game: simon1talkie/simon1win]
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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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Full Throttle [Game: ft]
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Simon The Sorcerer [Game: simon1dos]
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Simon the Sorcerer II [Game: simon2dos/simon2talkie/simon2win]
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The following games are SCUMM engine, but NOT supported by ScummVM (yet).
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Maniac Mansion
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Zak McKraken (16 color floppy version)
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Monkey Island 1 (EGA, 16 color floppy version)
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Loom (16 color floppy version)
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Curse of Monkey Island
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Please be aware that the engine may contain bugs and unimplemented
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features that sometimes make it impossible to finish the game. Save often,
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and please file a bug report (instructions on submitting bug reports are below)
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if you discover such a bug.
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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 - SDL/X11 (includes iPaq devices running Linux)
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Macintosh - SDL/CUSTOM (Including Classic and Mac OS X)
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AmigaOS - SDL/AGA
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MorphOS - SDL
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BeOS - SDL
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Acorn (RiscOS) - ???
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Dreamcast - ???
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UNIX - SDL (SDL may work on Solaris, IRIX, *BSD)
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Known Bugs:
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-----------
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This release has the following known bugs. There is no need to report them,
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although patches to fix them are welcome. 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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Simon The Sorcerer:
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- Music will only function under Windows and MorphOS, currently.
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- Some minor graphical glitches may be present
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Indy 3 (The Last Crusade):
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- Music and Sound may not play
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- In some rooms Indy may be able to walk to odd places
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- Fighting is slightly unpredicable, use the numpad (with numlock)
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or the top row number keys. Fighting is best avoided.
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- There are some minor graphical glitches
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Indy 4 (Fate Of Atlantis):
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- Keyboard fighting does not work. ScummVM now defaults to
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using mouse fighting.
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Sam and Max:
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- Subgames are not all fully functional.
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- Conroy singing in Bumpusville may work incorrectly. E.g.
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music will overlap and Conroy will get stuck singing. Just
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hit escape to skip the cutscene. This is due to SNM using
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a different iMUSE implementation to previous games.
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Zak McKracken Fm Towns:
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- The Fm Towns 256 color version of Zak McKracken is rare,
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And as the ScummVM team does not encourage piracy in any
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way, we do not know where to buy or download a copy of this
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game. Petition LucasArts to re-release it :)
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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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Simon the Sorcerer 1 and 2 games note
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--------------------------------------
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The Simon the Sorcerer 1 & 2 games were split into six 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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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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The filenames of saved games for Simon the Sorcerer 1 & 2 were changed too:
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Simon the Sorcerer 1 uses simon1.00x (Where x is the slot number)
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Simon the Sorcerer 2 uses simon2.00x (Where x is the slot number)
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So if you have any old save games you will need to change their filenames to use them
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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 existing bug list, and compatibility listing for that game, to
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ensure the issue is not already known.
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Do NOT report bugs on games that are not listed as being completable
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above. We -know- those 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, etc)
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- Version of game (Talkie, Floppy...)
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- Platform and Compiler (Win32, Linux, etc)
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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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Compiling:
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----------
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You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and
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a supported compiler. Several compilers, including GCC, mingw and Microsoft
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Visual C++ are supported. If you wish to use MP3-compressed CD tracks or
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.SOU files, you will need to install the MAD library and define
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USE_MAD. Tools for compressing .SOU files to .SO3 files can be
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found in the 'tools' CVS module, or in the 'scummvm-tools' package.
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You can also comment/uncomment appropriate lines in the Makefile to use
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sdl_gl.cpp instead of sdl.cpp. This allows hardware accelerated bilinear
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filtering by using OpenGL textures.
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On Win9x/NT/XP you can define USE_WINDBG and attach WinDbg to browse debug
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messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
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GCC:
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* Type make (or gmake if that's what GNU make is called on your
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system) and hopefully ScummVM will compile for you.
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Microsoft Visual C++:
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* Open the workspace, scummwm.dsw
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* Enter the path to the SDL include files in Tools|Options|Directories
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* Now it should compile successfully.
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BeOS:
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* Open the 'scummvm.proj' file in BeIDE. Compile as normal.
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PocketPC - Windows CE:
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* Download the SDLAudio library:
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http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip
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* Open and compile the SDLAudio WCEBuild/WCEBuild workspace in EVC++
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* Open the ScummVM wince/PocketScumm workspace
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* Enter the SDLAudio directory to your includes path
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* Enter the compiled SDLAudio.lib to your link libraries list
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* Now it should compile successfully
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Debian GNU/Linux:
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* Install the packages 'build-essential', 'fakeroot', 'debhelper',
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'libsdl1.2-dev', and 'libmad0-dev' on your system.
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* Optional: Install the 'libvorbis-dev' and/or the 'libasound2-dev'
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packages, and edit the Makefile to turn on support for Ogg Vorbis
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and/or the ALSA sequencer.
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* Run 'make deb'.
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* Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
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Running:
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--------
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Before you run the engine, you need to put the game's datafiles in a
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directory. The filenames must be in lowercase on *nix systems
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(monkey2.000 and monkey2.001). If you use a game with speech, the file
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monster.sou must reside in the same directory as the datafiles.
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For example, to run a copy of Monkey Island installed in C:\Games\LucasArts
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under Windows, you would make a shortcut calling this command:
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C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
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Under BSD, Linux, or similar, the commandline would be:
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/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
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Or, if you have, for example, Full Throttle on CD, and your CD drive is D:,
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and you wish to disable subtitles and run in fullscreen:
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C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
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/path/to/scummvm -f -n -p/mnt/cdrom/resource/ ft
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Note that if you run the game once this way, and specify the -w commandline
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parameter (or edit the config file manually), ScummVM will remember the
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path, and other settings for this game. Documentation on the configuration
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file can be found near the end of this readme.
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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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For the adventurous, who like to live on the edge... you can download
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daily builds of Win32 from the Download page of the main ScummVM homepage.
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Command Line Options:
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---------------------
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scummvm [OPTIONS] [GAME]
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[GAME] - Short name of game to load. E.g. monkey for Monkey Island.
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-p<path> - Path to where the game is installed. Default is Cwd.
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-b<num> - Start in room <num>.
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-c<num> - Drive to play cd audio from. E.g., 0 is first drive.
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-o<num> - Set the master volume, 0-255. Default is '192'
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-s<num> - Set the sfx volume, 0-255. Default is '192'
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-m<num> - Set the music volume, 0-255. Default is '192'
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-t<num> - Set music tempo. Adlib default: 0x1F0000, Midi: 0x460000
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-e<mode> - Select sound engine. See below.
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-g<mode> - Select graphics scaler. See below.
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-f - Full-screen mode.
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-n - Disable subtitles. Use with games that have voice.
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-y - Set talk speed ('yak option'). Default is '60'
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-a - Enable amiga pal conversion, for playing Amiga versions
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-d[<num>] - Set debug verbosity to <num>
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-w[<file>] - Write configuration file
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-l<file> - Load alternate configuration file
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-x[<num>] - Save game slot to load (default: autosave)
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-z - Display list of games
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In game Hot Keys:
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-----------------
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Ctrl 0-9 and Shift 0-9 - load and save games
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Ctrl-Alt 1-7 - cycles between graphics filters
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Ctrl-z OR Alt-x - quits
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Ctrl-f - runs in fast mode.
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Ctrl-g - runs in really REALLY fast mode.
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Ctrl-d - starts the debugger.
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Ctrl-s - shows memory consumption.
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[ and ] - master volume, down/up
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- and + - text speed, slower / faster
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F5 - displays a save/load box.
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Space - pauses
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Period (.) - skips current line of text in some games
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Alt-Enter - toggles full screen/windowed
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Enter - Left Mouse Button Press
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Tab - Right Mouse Button Press
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Keyboard Arrow Keys - Mouse Movement
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Note that using ctrl-f and ctrl-g are not recommended: Games can crash when
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being ran faster than their normal speed, as scripts will loose synchronisation
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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.
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They are:
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-gnormal - No filtering, original 320x200 resolution. Fastest.
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-g2x - No filtering, double screen/window size to 640x400 (default)
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-g3x - No filtering, triple screen/window size to 800x600
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-g2xsai - 2xsai filtering, double screen/window size to 640x400
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-gsuper2xsai - Enhanced 2xsai filtering. 640x400 screen/window size
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-gsupereagle - Less blurry than 2xsai, but slower. Also 640x400
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-gadvmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI.
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Note that filters are 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. Also note that the FmTowns
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Zak (zak256 target) uses an original resolution of 320x480 - hence for this
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game scalers will be 640x480 and 960x720.
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The alternative to these scalers is to try using the SDL_gl.cpp target. This
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will allow you to use hardware accelerated functions, like bilinear filtering
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and FSAA, on suitable OpenGL capable cards.
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Autosaves:
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----------
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Because ScummVM is still a beta product, it -can- crash and/or hang
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occasionally. As such, every five minutes it will save a game in Slot 0. This
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game can be loaded via Ctrl-0, or the F5 menu. This autosaving only applies to
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Scumm games, not other games (such as Simon the Sorcerer)
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Savegames:
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----------
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Savegames are by default put in the current directory. You can specify the save
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in the config file by setting the savepath parameter. See the example config
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file later in this readme.
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You can also use the environment variable SCUMMVM_SAVEPATH to specify where to
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put save games. Don't forget the trailing directory separator. Also be aware
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that saved games can, and probably WILL, break between ScummVM releases.
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Bash (Linux) Example:
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export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
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Windows example:
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set SCUMMVM_SAVEPATH=C:\saved_games\
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Music and Sound:
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----------------
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By default, on most operating systems, ScummVM will automatically use Adlib
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emulation. MIDI may not be available on all operating systems or may need
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manual configuration. If you ARE using MIDI, you have several different
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choices of output, depending on your operating system and configuration.
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-eadlib - Uses internal Adlib Emulation (default)
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-ewindows - Windows MIDI. Uses built-in sequencer, for Windows users
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-eseq - Uses /dev/sequencer for MIDI, *nix users. See below.
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-eqt - Quicktime sound, for Macintosh users.
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-ecore - CoreAudio sound, for MacOS X users.
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-eamidi - Uses the MorphOS MIDI system, for MorphOS users
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-ealsa - Output using ALSA sequencer device. See below.
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-enull - Null output. Don't play any music.
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Playing sound with Adlib emulation:
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-----------------------------------
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By default an Adlib card will be emulated and ScummVM will output the music
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as sampled waves. This is the default mode for most games, and offers the
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best compatibility between machines and games.
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Playing sound with MIDI emulation:
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----------------------------------
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Until recently, some games (particularly Sam and Max) were only able to run
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in MIDI mode. This prevented music for these games from working on platforms
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that do not support MIDI, or soundcards that do not provide MIDI drivers (e.g.,
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many soundcards will not play MIDI under Linux). ScummVM can now emulate MIDI
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mode using sampled waves and Adlib emulation using the -eadlib option.
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However, if you are capable of using native MIDI, we recommend using one of
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the MIDI modes below for best sound.
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Playing sound with Native MIDI:
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-------------------------------
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Use the appropriate -e<mode> command line option from the list above to
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select your preferred MIDI device. For example, if you wish to use the
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Windows MIDI driver, use the -ewindows option.
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Playing sound with Sequencer MIDI: [UNIX ONLY]
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----------------------------------
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If your soundcard driver supports a sequencer, you may set the environment
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variable "SCUMMVM_MIDI" to your sequencer device - e.g., /dev/sequencer
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If you have problems with not hearing audio in this configuration, it is
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possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. This
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selects the port on the selected sequencer to use. Then start scummvm with the
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-eseq parameter. This should work on several cards, and may offer better
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performance and quality than Adlib emulation. However, for those systems where
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sequencer support does not work, you can always fall back on Adlib emulation.
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Playing sound with ALSA sequencer: [UNIX ONLY]
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----------------------------------
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If you have installed the ALSA driver with the sequencer support, then
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set the environment variable "SCUMMVM_PORT" to your sequencer port - e.g. 65:0
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Here is a little howto on how to use the ALSA sequencer with your soundcard.
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In all cases, to have a list of all the sequencer ports you have, try the
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command "aconnect -o -l". On my system it gives me the output:
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client 64: 'External MIDI 0' [type=kernel]
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0 'MIDI 0-0 '
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client 65: 'Emu10k1 WaveTable' [type=kernel]
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0 'Emu10k1 Port 0 '
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1 'Emu10k1 Port 1 '
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2 'Emu10k1 Port 2 '
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3 'Emu10k1 Port 3 '
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client 128: 'Client-128' [type=user]
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0 'TiMidity port 0 '
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1 'TiMidity port 1 '
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It means the external MIDI output of my sound card is located on the
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port 64:0, that I've got four WaveTable MIDI outputs in 65:0, 65:1, 65:2
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and 65:3, and that I've got two TiMidity ports, located at 128:0 and 128:1.
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If you have a FM-chip on your card, like the SB16, then you have to load
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the soundfonts using the sbiload software. Example:
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sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
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If you have a WaveTable capable sound card, you have to load a sbk or sf2
|
|
soundfont using the sfxload software. If you manage to do so, please mail
|
|
me since I managed to get it working only once, and never again.
|
|
|
|
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 &
|
|
|
|
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.
|
|
|
|
|
|
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
|
|
|
|
|
|
Compressing MONSTER.SOU with MP3:.
|
|
---------------------------------
|
|
You need LAME, and our extract util from the tools dir 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.
|
|
|
|
|
|
Coding style:
|
|
------------
|
|
For ScummVM coding, we use hugging braces, and two-space tab indents.
|
|
We occasionally run the following 'indent' parameters to ensure everything
|
|
is kept standard:
|
|
|
|
-br -bap -nbc -lp -ce -cdw -brs -nbad -nbc -npsl -nip -ts2 -ncs -nbs
|
|
-npcs -nbap -Tbyte -Tvoid -Tuint32 -Tuint8 -Tuint16 -Tint -Tint8
|
|
-Tint16 -Tint32 -TArrayHeader -TMemBlkHeader -TVerbSlot -TObjectData
|
|
-TImageHeader -TRoomHeader -TCodeHeader -TResHdr -TBompHeader
|
|
-TMidiChannelAdl -TGui -TScumm -TSoundEngine -TPart -TPlayer
|
|
|
|
|
|
Configuration file:
|
|
-------------------
|
|
By default, the configuration file is saved in, and loaded from:
|
|
|
|
Windows: <windir>\scummvm.ini,
|
|
Linux: ~/.scummvmrc
|
|
Others: scummvm.ini in the current directory
|
|
|
|
An example config file is 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
|
|
|
|
|
|
|
|
Credits:
|
|
--------
|
|
The core ScummVM team:
|
|
James Brown - Current lead developer, ScummVM
|
|
Vincent Hamm - Developer, ScummVM (inactive)
|
|
Max Horn - Developer, ScummVM, MacOS X port, new GUI
|
|
Jeremy Newman - Webmaster
|
|
Ludvig Strigeus - Original developer, Scumm and SimonVM. (Retired)
|
|
|
|
Porters:
|
|
Lionel Ulmer - X11/Linux port
|
|
Nicolas Bacca - PocketPC/WinCE port
|
|
Mutwin Kraus - MacOS Carbon port (Retired)
|
|
Marcus Comstedt - Dreamcast port
|
|
Ruediger Hanke - MorphOS port
|
|
|
|
Contributors:
|
|
Claudio Matsuoka - Daily Linux/BeOS builds (http://scummvm.sf.net/daily/)
|
|
Travis Howell - Daily Win32 builds
|
|
Janne Huttunen - V3 actor mask support, Dig/FT SMUSH audio
|
|
Jeroen Janssen - Numerous readability and bugfix patches
|
|
Gregory Montoir - AdvanceMAME Scale-2X implementation
|
|
Mikesch Nepomuk - MI1 VGA Floppy patches.
|
|
Edward Rudd - Fixes for playing MP3 versions of MI1/Loom Audio
|
|
Daniel Schepler - Final MI1 CD music support
|
|
Tim 'realmz' - Initial MI1 CD music support
|
|
Jonathan 'khalek' - Expert weaver in the Loom
|
|
Nicolas Noble - Config file and ALSA support
|
|
Pawel Kolodziejski - Added missing Dig SMUSH codecs, iMuse work
|
|
Felix Jakschitsc - His hard work on Zak256
|
|
Andre Souza - SDL-based OpenGL renderer
|
|
Kovacs Endre Janos - Several fixes for Simon1
|
|
Ralph Brorsen - Helped write the new GUI
|
|
Torbjorn Andersson - Many different contributions
|
|
Jamieson Christian - Lots of work on iMuse/MIDI
|
|
Oliver Kiehl - Simon The Sorcerer debugging
|
|
|
|
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
|
|
Jimmi Thogersen - For ScummRev, and much obscure code/documentation
|
|
Kevin Carnes - For Scumm16, the basis of ScummVM older gfx codecs
|
|
|
|
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/
|
|
------------------------------------------------------------------------
|