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authorTravis Howell2006-01-20 00:12:01 +0000
committerTravis Howell2006-01-20 00:12:01 +0000
commit293d5d4f4275111296c237c5184b9eaddff4f0cf (patch)
treed6d102b88ccda21c1d6fa948340979cb5546003a
parentfd008f42b3f8e4bf12e2989e9d3b6a0f6431f5b3 (diff)
downloadscummvm-rg350-293d5d4f4275111296c237c5184b9eaddff4f0cf.tar.gz
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Sync. updates and section numbers.
svn-id: r20098
-rw-r--r--doc/03.tex36
-rw-r--r--doc/03_05a.tex63
-rw-r--r--doc/03_06.tex22
-rw-r--r--doc/03_07.tex3
-rw-r--r--doc/03_08.tex8
-rw-r--r--doc/03_09.tex24
-rw-r--r--doc/03_10.tex6
-rw-r--r--doc/03_11.tex62
-rw-r--r--doc/07.tex4
-rw-r--r--doc/07_02.tex26
-rw-r--r--doc/07_02a.tex18
-rw-r--r--doc/07_02b.tex23
-rw-r--r--doc/07_03.tex41
-rw-r--r--doc/07_04.tex90
-rw-r--r--doc/07_05.tex192
-rw-r--r--doc/07_06.tex108
16 files changed, 292 insertions, 434 deletions
diff --git a/doc/03.tex b/doc/03.tex
index 548b63f2fc..19297e4231 100644
--- a/doc/03.tex
+++ b/doc/03.tex
@@ -17,17 +17,17 @@ this is not always true.
\item SCUMM Games by LucasArts:\\
\begin {tabular} [h] {ll}
Maniac Mansion& [Game: maniac]\\
- Zak McKracken& [Game: zak]\\
+ Zak McKracken and the Alien Mindbenders& [Game: zak]\\
Indiana Jones \& the Last Crusade& [Game: indy3]\\
Loom& [Game: loom]\\
- Monkey Island 1& [Game: monkey]\\
- Monkey Island 2& [Game: monkey2]\\
+ The Secret of Monkey Island& [Game: monkey]\\
+ Monkey Island 2: LeChuck's Revenge& [Game: monkey2]\\
Indiana Jones and the Fate of Atlantis& [Game: atlantis]\\
Day of the Tentacle& [Game: tentacle]\\
- Sam \& Max& [Game: samnmax]\\
- The Dig& [Game: dig]\\
+ Sam \& Max Hit the Road& [Game: samnmax]\\
Full Throttle& [Game: ft]\\
- Curse of Monkey Island& [Game: comi]\\
+ The Dig& [Game: dig]\\
+ The Curse of Monkey Island& [Game: comi]\\
\end{tabular}
\item SCUMM Games by Humongous Entertainment:\\
\begin{tabular}[h]{ll}
@@ -47,8 +47,6 @@ this is not always true.
Pajama Sam 1: No Need to Hide When It's Dark Outside& [Game: pajama]\\
Pajama Sam 2: Thunder and Lightning Aren't so Frightening& [Game: pajama2]\\
Pajama Sam's Sock Works& [Game: socks]\\
- Putt-Putt's Fun Pack& [Game: funpack]\\
- Putt-Putt \& Fatty Bear's Activity Pack& [Game: activity]\\
Putt-Putt Goes To The Moon& [Game: puttmoon]\\
Putt-Putt Enters the Race& [Game: puttrace]\\
Putt-Putt Joins the Circus& [Game: puttcircus]\\
@@ -57,6 +55,8 @@ this is not always true.
Putt-Putt Travels Through Time& [Game: putttime]\\
Putt-Putt and Pep's Balloon-O-Rama& [Game: balloon]\\
Putt-Putt and Pep's Dog on a Stick& [Game: dog]\\
+ Putt-Putt \& Fatty Bear's Activity Pack& [Game: activity]\\
+ Putt-Putt's Fun Pack& [Game: funpack]\\
Spy Fox 1: Dry Cereal& [Game: spyfox]\\
Spy Fox 2: Some Assembly Required& [Game: spyfox2]\\
Spy Fox in Cheese Chase& [Game: chase]\\
@@ -65,13 +65,13 @@ this is not always true.
\item Other Games:\\
\begin{tabular}[h]{ll}
Beneath a Steel Sky& [Game: sky]\\
- Broken Sword 1& [Game: sword1]\\
- Broken Sword 2& [Game: sword2]\\
+ Broken Sword 1: The Shadow of the Templars& [Game: sword1]\\
+ Broken Sword 2: The Smoking Mirror& [Game: sword2]\\
Flight of the Amazon Queen& [Game: queen]\\
Gobliiins& [Game: gob1]\\
Inherit the Earth: Quest for the Orb& [Game: ite]\\
- Simon the Sorcerer 1& [Game: simon1]\\
- Simon the Sorcerer 2& [Game: simon2]\\
+ Simon the Sorcerer 1& [Game: simon1]\\
+ Simon the Sorcerer 2& [Game: simon2]\\
\end{tabular}
The following games should load, but are not yet fully playable. Play these at your own risk, and please do not file bug reports about them. If you want
@@ -108,6 +108,14 @@ encounter such a bug in a 'supported' game.
%% next section
\input {03_05.tex}
%next section
-\input {03_05a.tex}
-%% next section
\input {03_06.tex}
+%% next section
+\input {03_07.tex}
+%next section
+\input {03_08.tex}
+%next section
+\input {03_09.tex}
+%next section
+\input {03_10.tex}
+%next section
+\input {03_11.tex}
diff --git a/doc/03_05a.tex b/doc/03_05a.tex
deleted file mode 100644
index 107ecd02be..0000000000
--- a/doc/03_05a.tex
+++ /dev/null
@@ -1,63 +0,0 @@
-\subsection{Inherit the Earth notes}
-In order to run MacOS X wyrmkeep rerelease of the game you will need to copy
-over data from the CD to hard drive. If you're on PC then consult
-
-\url{http://www.scummvm.org/documentation.php?view=maccd-howto}
-
-Although it talks about SCUMM games, it describes HFVExplorer utility. Note
-that you will need to put speech data "Inherit the Earth Voices" in same
-directory as game data which is stored in
-
-\begin{verbatim}
- Inherit the Earth.app/Contents/Resources
-\end{verbatim}
-
-For old Mac OS9 release you will need to copy files in MacBinary format,
-i.e. they should have both resource and data forks. Just copy all 'ITE *' files.
-
-
-\subsection{Gobliiins notes}
-CD version of Gobliiins contains one big audio track which needs to be ripped
-and copied into game directory. See section \ref{sect-compressing-audiofiles}.
-
-\subsection{The Legend of Kyrandia notes}
-To run The Legend of Kyrandia under ScummVM you need the kyra.dat file,
-which can be found in the Downloads section of the ScummVM website.
-
-Please note that as the menu system is not yet implemented, the
-only way of saving and loading is to use Alt+0-9 (for saving) and
-Ctrl+0-9 (for loading). Additionally, you must use 'q' to exit the
-game.
-
-\subsection{Maniac Mansion NES notes}
-Supported versions are English USA (E), French (F), Swedish (SW) and
-European (U). ScummVM requires just PRG section to run and not whole ROM.
-
-In order to get the game working, you will have to strip out the first
-16 bytes from the ROM you are trying to work with. Any hex editor will work
-as long as you are able to copy/paste. After you open the ROM with the
-hex editor, copy everything from second row (17th byte) to the end. After
-you do this, paste it to a new hex file. Give the new file name
-"Maniac Mansion (XX).prg" where XX depends on version you are working
-with (E, F, SW, or U). The final size should be exactly 262144 bytes.
-
-If you add game manually make sure that platform is set to NES.
-
-Most common mistakes which prevent game from running:
-
-\begin{itemize}
- \item Bad file
- \item ROM extracted with the 0.7.0 tools
- \item You try to feed ScummVM with the FULL rom and not just the PRG section.
-\end{itemize}
-
-Also it is possible to extract separate LFL files from PRG section. Use
-extract\_mm\_nes utility from tools package.
-
-
-\subsection{Commodore64 games notes}
-Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
-playable. Either use extract\_mm\_c64 (but then game will not be autodetected)
-or name D64 disks as "maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64"
-respectively. If you add the game manually, make sure that platform is set to
-Commodore64.
diff --git a/doc/03_06.tex b/doc/03_06.tex
index 7c33ebed4f..82ba4e83b7 100644
--- a/doc/03_06.tex
+++ b/doc/03_06.tex
@@ -1,14 +1,16 @@
+\subsection{Inherit the Earth notes}
+In order to run MacOS X wyrmkeep rerelease of the game you will need to copy
+over data from the CD to hard drive. If you're on PC then consult
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End:
+\url{http://www.scummvm.org/documentation.php?view=maccd-howto}
-\subsection{Known Problems in ScummVM 0.9.0CVS}
+Although it talks about SCUMM games, it describes HFVExplorer utility. Note
+that you will need to put speech data "Inherit the Earth Voices" in same
+directory as game data which is stored in
-This release has the following known problems. There is no need to report them,
-although patches to fix them are welcome. If you discover a bug that is not
-listed here, nor in the compatibility table on the web site, please see
-section \ref{sect-reporting-bugs}.
+\begin{verbatim}
+ Inherit the Earth.app/Contents/Resources
+\end{verbatim}
-This is a development version. It probably has a LOT of problems.
+For old Mac OS9 release you will need to copy files in MacBinary format,
+i.e. they should have both resource and data forks. Just copy all 'ITE *' files.
diff --git a/doc/03_07.tex b/doc/03_07.tex
new file mode 100644
index 0000000000..13b17aa191
--- /dev/null
+++ b/doc/03_07.tex
@@ -0,0 +1,3 @@
+\subsection{Gobliiins notes}
+CD version of Gobliiins contains one big audio track which needs to be ripped
+and copied into game directory. See section \ref{sect-compressing-audiofiles}.
diff --git a/doc/03_08.tex b/doc/03_08.tex
new file mode 100644
index 0000000000..99b579b624
--- /dev/null
+++ b/doc/03_08.tex
@@ -0,0 +1,8 @@
+\subsection{The Legend of Kyrandia notes}
+To run The Legend of Kyrandia under ScummVM you need the kyra.dat file,
+which can be found in the Downloads section of the ScummVM website.
+
+Please note that as the menu system is not yet implemented, the
+only way of saving and loading is to use Alt+0-9 (for saving) and
+Ctrl+0-9 (for loading). Additionally, you must use 'q' to exit the
+game.
diff --git a/doc/03_09.tex b/doc/03_09.tex
new file mode 100644
index 0000000000..289ed9b25d
--- /dev/null
+++ b/doc/03_09.tex
@@ -0,0 +1,24 @@
+\subsection{Maniac Mansion NES notes}
+Supported versions are English USA (E), French (F), Swedish (SW) and
+European (U). ScummVM requires just PRG section to run and not whole ROM.
+
+In order to get the game working, you will have to strip out the first
+16 bytes from the ROM you are trying to work with. Any hex editor will work
+as long as you are able to copy/paste. After you open the ROM with the
+hex editor, copy everything from second row (17th byte) to the end. After
+you do this, paste it to a new hex file. Give the new file name
+"Maniac Mansion (XX).prg" where XX depends on version you are working
+with (E, F, SW, or U). The final size should be exactly 262144 bytes.
+
+If you add game manually make sure that platform is set to NES.
+
+Most common mistakes which prevent game from running:
+
+\begin{itemize}
+ \item Bad file
+ \item ROM extracted with the 0.7.0 tools
+ \item You try to feed ScummVM with the FULL rom and not just the PRG section.
+\end{itemize}
+
+Also it is possible to extract separate LFL files from PRG section. Use
+extract\_mm\_nes utility from tools package.
diff --git a/doc/03_10.tex b/doc/03_10.tex
new file mode 100644
index 0000000000..490879c569
--- /dev/null
+++ b/doc/03_10.tex
@@ -0,0 +1,6 @@
+\subsection{Commodore64 games notes}
+Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
+playable. Either use extract\_mm\_c64 (but then game will not be autodetected)
+or name D64 disks as "maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64"
+respectively. If you add the game manually, make sure that platform is set to
+Commodore64.
diff --git a/doc/03_11.tex b/doc/03_11.tex
new file mode 100644
index 0000000000..08a94348d3
--- /dev/null
+++ b/doc/03_11.tex
@@ -0,0 +1,62 @@
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End:
+
+\subsection{Known Problems in ScummVM 0.9.0CVS}
+
+This release has the following known problems. There is no need to report them,
+although patches to fix them are welcome. If you discover a bug that is not
+listed here, nor in the compatibility table on the web site, please see
+section \ref{sect-reporting-bugs}.
+
+CD Audio Games:
+ \begin{itemize}
+ \item When playing games that use CD Audio (Towns variants, Loom CD, etc),
+ users of Microsoft Windows 2000/XP may experience random crashes.
+ This is due to a long-standing Windows bug, resulting in corrupt
+ game files being read from the CD. Please copy the game data to
+ your harddrive to avoid this.
+ \end{itemize}
+Monkey Island 1 (EGA):
+Loom (EGA):
+ \begin{itemize}
+ \item MIDI support requires the Roland update from LucasArts
+ \end{itemize}
+Beneath a Steel Sky:
+ \begin{itemize}
+ \item Amiga versions aren't supported
+ \item Floppy demo aren't supported
+ \item Not a bug: CD version is missing speech for some dialog, this is
+ normal
+ \end{itemize}
+Broken Sword 1:
+ \begin{itemize}
+ \item Macintosh version isn't supported
+ \item PlayStation 1 version isn't supported
+ \end{itemize}
+Broken Sword 2:
+ \begin{itemize}
+ \item PlayStation 1 version isn't supported
+ \end{itemize}
+Flight of the Amazon Queen:
+ \begin{itemize}
+ \item Amiga versions aren't supported
+ \end{itemize}
+Inherit the Earth:
+ \begin{itemize}
+ \item Amiga version isn't supported
+ \end{itemize}
+Simon the Sorcerer 2:
+ \begin{itemize}
+ \item Combined speech and subtitles will often cause speech to be
+ cut off early, this is limitation of original game.
+ \item Only default language (English) in data files is supported
+ in Amiga and Macintosh versions.
+ \end{itemize}
+FM-TOWNS versions:
+ \begin{itemize}
+ \item Kanji versions require the FM-TOWNS Font ROM
+ \end{itemize}
+
diff --git a/doc/07.tex b/doc/07.tex
index 164193b1eb..fc36b8c8d1 100644
--- a/doc/07.tex
+++ b/doc/07.tex
@@ -35,10 +35,10 @@ for example:
\end{verbatim}
\input {07_01.tex}
-\input {07_02b.tex}
-\input {07_02a.tex}
\input {07_02.tex}
\input {07_03.tex}
\input {07_04.tex}
\input {07_05.tex}
\input {07_06.tex}
+\input {07_07.tex}
+\input {07_08.tex}
diff --git a/doc/07_02.tex b/doc/07_02.tex
index 16a7444e67..4acc95ae2d 100644
--- a/doc/07_02.tex
+++ b/doc/07_02.tex
@@ -4,12 +4,20 @@
%%% TeX-master: "readme"
%%% End:
-\subsection{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 or MT-32 emulation using the -eadlib or -emt32 options respectively.
-However, if you are capable of using native MIDI, we recommend using one of the
-MIDI modes below for best sound.
+\subsection{Playing sound with FluidSynth MIDI emulation}
+
+If ScummVM was build with libfluildsynth support it will be able to play MIDI
+music through the FluidSynth driver. You will have to specify a SoundFont to
+use, however.
+
+Since the default output volume from FluidSynth can be fairly low, ScummVM will
+set the gain by default to get a stronger signal. This can be further adjusted
+using the --midi-gain command-line option, or the ``midi\_gain'' config file
+setting.
+
+The setting can take any value from 0 through 1000, with the default being 100.
+(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
+presumably measured in decibel.)
+
+\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in
+some cases. A fast CPU is recommended.
diff --git a/doc/07_02a.tex b/doc/07_02a.tex
deleted file mode 100644
index 27baec1c93..0000000000
--- a/doc/07_02a.tex
+++ /dev/null
@@ -1,18 +0,0 @@
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End:
-
-\subsection{Playing sound with MT-32 emulation}
-
-Some games which contain MIDI music data also have improved tracks designed
-for MT-32 sound module. ScummVM can now emulate this card, however you should
-provide original MT-32 ROMs to make it work. Put the roms in game directory or
-directory specified by extrapath.
-
-You don't need to specify --native-mt32 with this driver, as it automatically
-gets turned on.
-
-\textbf{NOTE:} You need to have enough processor power to use this emulator as
- it uses heavy floating-point computations.
diff --git a/doc/07_02b.tex b/doc/07_02b.tex
deleted file mode 100644
index 4acc95ae2d..0000000000
--- a/doc/07_02b.tex
+++ /dev/null
@@ -1,23 +0,0 @@
-
-%%% Local Variables:
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End:
-
-\subsection{Playing sound with FluidSynth MIDI emulation}
-
-If ScummVM was build with libfluildsynth support it will be able to play MIDI
-music through the FluidSynth driver. You will have to specify a SoundFont to
-use, however.
-
-Since the default output volume from FluidSynth can be fairly low, ScummVM will
-set the gain by default to get a stronger signal. This can be further adjusted
-using the --midi-gain command-line option, or the ``midi\_gain'' config file
-setting.
-
-The setting can take any value from 0 through 1000, with the default being 100.
-(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
-presumably measured in decibel.)
-
-\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in
-some cases. A fast CPU is recommended.
diff --git a/doc/07_03.tex b/doc/07_03.tex
index bd754bf9ee..aec76fecdd 100644
--- a/doc/07_03.tex
+++ b/doc/07_03.tex
@@ -4,38 +4,19 @@
%%% TeX-master: "readme"
%%% End:
-\subsection{Playing sound with Native MIDI}
-% FIXME: Hardcoding < and > here produces wrong output
-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.
+\subsection{Playing sound with MT-32 emulation}
-\subsubsection{Using MIDI options to customize Native MIDI output}
-ScummVM supports a variety of MIDI modes, depending on the capabilities
-of your MIDI device.
+Some games which contain MIDI music data also have improved tracks designed
+for MT-32 sound module. ScummVM can now emulate this card, however you should
+provide original MT-32 ROMs to make it work.
-If --native-mt32 is specified, ScummVM will treat your device as a real
-MT-32. Because the instrument mappings and system exclusive commands of
-the MT-32 vary from those of General MIDI devices, you should only
-enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
-CM-32L, CM-500, or GS device with an MT-32 map.
+MT32_PCM.ROM - IC21 (512KB)
+MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise
-If --enable-gs is specified, ScummVM will initialize your GS-compatible
-device with settings that mimic the MT-32's reverb, (lack of) chorus,
-pitch bend sensitivity, etc. If it is specified in conjunction with
---native-mt32, ScummVM will select the MT-32-compatible map and drumset on
-your GS device. This setting works better than default GM or GS emulation
-with games that do not have custom instrument mappings (Loom and Monkey1).
-You should only specify both settings if you are using a GS device that
-has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
-Please note that --enable-gs is automatically disabled in both DOTT and
-Samnmax, since they use General MIDI natively.
+Place these ROMs in the game directory or a directory specified by extrapath.
-If neither of the above settings is enabled, ScummVM will initialize your
-device in General MIDI mode and use GM emulation in games with MT-32
-soundtracks.
-
-Some games contain sound effects that are exclusive to the Adlib soundtrack.
-For these games, you may wish to specify --multi-midi in order to combine
-MIDI music with Adlib sound effects.
+You don't need to specify --native-mt32 with this driver, as it automatically
+gets turned on.
+\textbf{NOTE:} The processor requirements for the emulator are quite high; a fast CPU is
+ strongly recommended.
diff --git a/doc/07_04.tex b/doc/07_04.tex
index 9094f3b188..1c59bc520c 100644
--- a/doc/07_04.tex
+++ b/doc/07_04.tex
@@ -4,83 +4,13 @@
%%% TeX-master: "readme"
%%% End:
-\subsection{Playing sound with Sequencer MIDI}
-
-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.
-
-
-\subsubsection{Playing sound with ALSA sequencer}
-
-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
-\begin{verbatim}
- aconnect -o -l
-\end{verbatim}
-This should give output similar to:
-\begin{verbatim}
-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 '
-\end{verbatim}
-%
-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:
-\begin{verbatim}
- sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
-\end{verbatim}
-%
-If you have a WaveTable capable sound card, you have to load a sbk or sf2
-soundfont using the sfxload software\\
-Example:
-\begin{verbatim}
- sfxload /path/to/8mbgmsfx.sf2
-\end{verbatim}
-%
-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:
-\begin{verbatim}
- timidity -iAqqq -B2,8 -Os1S -s 44100 &
-\end{verbatim}
-If you get distorted output with this setting, you can try dropping the
--B2,8 or changing the value.
-
-Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
-\begin{verbatim}
- fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
-\end{verbatim}
-%
-Once either TiMidity or FluidSynth are running, use
-\begin{verbatim}
- aconnect -o -l
-\end{verbatim}
-as described earlier in this section.
+\subsection{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, FluidSynth MIDI emulation or MT-32 emulation using the
+-eadlib, -efluidsynth or -emt32 options respectively. However, if you are
+capable of using native MIDI, we recommend using one of the MIDI modes below
+for best sound.
diff --git a/doc/07_05.tex b/doc/07_05.tex
index e78da21b41..bd754bf9ee 100644
--- a/doc/07_05.tex
+++ b/doc/07_05.tex
@@ -4,162 +4,38 @@
%%% TeX-master: "readme"
%%% End:
-\subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)}
-\label{sect-compressing-audiofiles}
+\subsection{Playing sound with Native MIDI}
+% FIXME: Hardcoding < and > here produces wrong output
+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.
+
+\subsubsection{Using MIDI options to customize Native MIDI output}
+ScummVM supports a variety of MIDI modes, depending on the capabilities
+of your MIDI device.
+
+If --native-mt32 is specified, ScummVM will treat your device as a real
+MT-32. Because the instrument mappings and system exclusive commands of
+the MT-32 vary from those of General MIDI devices, you should only
+enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
+CM-32L, CM-500, or GS device with an MT-32 map.
+
+If --enable-gs is specified, ScummVM will initialize your GS-compatible
+device with settings that mimic the MT-32's reverb, (lack of) chorus,
+pitch bend sensitivity, etc. If it is specified in conjunction with
+--native-mt32, ScummVM will select the MT-32-compatible map and drumset on
+your GS device. This setting works better than default GM or GS emulation
+with games that do not have custom instrument mappings (Loom and Monkey1).
+You should only specify both settings if you are using a GS device that
+has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
+Please note that --enable-gs is automatically disabled in both DOTT and
+Samnmax, since they use General MIDI natively.
+
+If neither of the above settings is enabled, ScummVM will initialize your
+device in General MIDI mode and use GM emulation in games with MT-32
+soundtracks.
+
+Some games contain sound effects that are exclusive to the Adlib soundtrack.
+For these games, you may wish to specify --multi-midi in order to combine
+MIDI music with Adlib sound effects.
-\subsubsection{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:
-\begin{verbatim}
- lame -t -q 0 -b 96 track1.wav track1.mp3
-\end{verbatim}
-
-
-\subsubsection{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:
-\begin{verbatim}
- oggenc -q 5 track1.wav
-\end{verbatim}
-
-
-\subsubsection{Using Flac files for CD audio}
-Use flac or some other flac encoder to encode the audio tracks to files.
-Name the files track1.flac track2.flac etc. In your filesystem only allows
-three letter extensions, name the files track1.fla track2.fla etc.
-ScummVM must be compiled with flac support to use this option. You'll need to
-rip the files from the CD as a WAV file, then encode the flac files. This can
-be done with the following flac command line:
-\begin{verbatim}
- flac --best track1.wav
-\end{verbatim}
-%
-Remember that the quality is always the same, varying encoder options will only
-affect the encoding time and resulting filesize.
-
-
-\subsubsection{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.
-\begin{verbatim}
- extract monster.sou
-\end{verbatim}
-%
-Eventually you will have a much smaller monster.so3 file, copy this file
-to your game directory. You can safely remove the monster.sou file.
-
-
-\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis}
-
-As above, but ScummVM must be compiled with OGG support. Run:
-\begin{verbatim}
- extract --vorbis monster.sou
-\end{verbatim}
-%
-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.
-
-
-\subsubsection{Compressing MONSTER.SOU with Flac}
-
-As above, but ScummVM must be compiled with Flac support. Run:
-\begin{verbatim}
- extract --flac --best -b 1152 monster.sou
-\end{verbatim}
-%
-This should produce a smaller monster.sof file, which you should copy to your
-game directory. Remember that the quality is always the same, varying encoder
-options will only affect the encoding time and resulting filesize. Playing
-with the blocksize (-b <value>), has the biggest impact on the resulting
-filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
-to read the encoder documentation before you use other values.
-
-
-\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2}
-
-Use our simon2mp3 util from the scummvm-tools package to perform this task.
-You can choose between multiple target formats, but note that you can only use
-each if ScummVM was compiled with the respective decoder support enabled.
-
-\begin{tabular}[h]{ll}
- simon2mp3 effects &(For Acorn CD version of Simon 1)\\
- simon2mp3 simon &(For Acorn CD version of Simon 1)\\
- simon2mp3 effects.voc&(For DOS CD version of Simon 1)\\
- simon2mp3 simon.voc &(For DOS CD version of Simon 1)\\
- simon2mp3 simon.wav &(For Windows CD version of Simon 1)\\
- simon2mp3 simon2.voc &(For DOS CD version of Simon 2)\\
- simon2mp3 simon2.wav &(For Windows CD version of Simon 2)\\
- simon2mp3 mac &(For Macintosh version of Simon 2)\\
-\end{tabular}
-
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
- simon2mp3 --vorbis
-\end{verbatim}
-%
-For Flac add --flac and optional parameters, i.e.
-\begin{verbatim}
- simon2mp3 --flac --best -b 1152
-\end{verbatim}
-%
-Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
-file to your game dir. You can safely remove the old file.
-
-\subsubsection{Compressing speech/music in Broken Sword 1}
-
-The sword1mp3 tool from the scummvm-tools package can encode music and speech
-to MP3 as well as Ogg Vorbis.
-Easiest way to encode the files is simply copying the executable into your
-BS1 directory (together with the lame encoder) and run it from there.
-This way, it'll automatically encode everything to MP3.
-Afterwards, you can manually remove the SPEECH?.CLU files and the wave music files.
-
-Running
-\begin{verbatim}
- sword1mp3 --vorbis
-\end{verbatim}
-%
-will compress the files using Ogg Vorbis instead of MP3.
-
-Use
-\begin{verbatim}
- sword1mp3 --help
-\end{verbatim}
-%
-to get a full list of the options.
-
-\subsubsection{Compressing speech/music in Broken Sword 2}
-
-Use our sword2mp3 util rom the scummvm-tools package to perform this task.
-You can choose between multiple target formats, but note that you can only use
-each if ScummVM was compiled with the respective decoder support enabled.
-
-\begin{verbatim}
- sword2mp3 speech1.clu
- sword2mp3 music1.clu
-\end{verbatim}
-%
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
- sword2mp3 --vorbis
-\end{verbatim}
-%
-Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
-your game dir. You can safely remove the old file.
-
-It is possible to use Flac compression by adding the --flac option. However,
-the resulting *.clf file will actually be larger than the original.
-
-Please note that sword2mp3 will only work with the four speech/music files in
-Broken Sword 2. It will not work with any of the other *.clu files, nor will it
-work with the speech files from Broken Sword 1.
diff --git a/doc/07_06.tex b/doc/07_06.tex
index 31c95e00ca..9094f3b188 100644
--- a/doc/07_06.tex
+++ b/doc/07_06.tex
@@ -1,32 +1,86 @@
+
%%% Local Variables:
%%% mode: latex
%%% TeX-master: "readme"
%%% End:
-\subsection{Output sample rate}
-
-The output sample rate tells ScummVM how many sound samples to play per channel
-per second. There is much that could be said on this subject, but most of it
-would be irrelevant here. The short version is that for most games 22050 Hz is
-fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
-you may want to use 11025 Hz, but it's unlikely that you have to worry about
-that.
-
-To elaborate, most of the sounds ScummVM has to play were sampled at either
-22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
-quality of these sounds. Hence, 22050 Hz is fine.
-
-Some games use CD audio. If you use compressed files for this, they are
-probably sampled at 44100 Hz, so for these games that may be a better choice of
-sample rate.
-
-When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
-is responsible for generating the samples. Usually 22050 Hz will be plenty for
-these, but there is at least one piece of Adlib music in Beneath a Steel Sky
-that will sound a lot better at 44100 Hz.
-
-Using frequencies in between is not recommended. For one thing, your sound card
-may not support it. In theory, ScummVM should fall back on a sensible frequency
-in that case, but don't count on it. More importantly, ScummVM has to resample
-all sounds to its output frequency. This is much easier to do well if the
-output frequency is a multiple of the original frequency.
+\subsection{Playing sound with Sequencer MIDI}
+
+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.
+
+
+\subsubsection{Playing sound with ALSA sequencer}
+
+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
+\begin{verbatim}
+ aconnect -o -l
+\end{verbatim}
+This should give output similar to:
+\begin{verbatim}
+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 '
+\end{verbatim}
+%
+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:
+\begin{verbatim}
+ sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
+\end{verbatim}
+%
+If you have a WaveTable capable sound card, you have to load a sbk or sf2
+soundfont using the sfxload software\\
+Example:
+\begin{verbatim}
+ sfxload /path/to/8mbgmsfx.sf2
+\end{verbatim}
+%
+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:
+\begin{verbatim}
+ timidity -iAqqq -B2,8 -Os1S -s 44100 &
+\end{verbatim}
+If you get distorted output with this setting, you can try dropping the
+-B2,8 or changing the value.
+
+Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
+\begin{verbatim}
+ fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
+\end{verbatim}
+%
+Once either TiMidity or FluidSynth are running, use
+\begin{verbatim}
+ aconnect -o -l
+\end{verbatim}
+as described earlier in this section.