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author | Jeremy Newman | 2002-03-05 21:20:06 +0000 |
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committer | Jeremy Newman | 2002-03-05 21:20:06 +0000 |
commit | e1721718d6bdb94c04bb90563c4a59d390068305 (patch) | |
tree | 58a20b47225850465529ed08d03af59b21373f8b | |
parent | 09ff3af07fb007e539f95e24186b3c762f923c53 (diff) | |
download | scummvm-rg350-e1721718d6bdb94c04bb90563c4a59d390068305.tar.gz scummvm-rg350-e1721718d6bdb94c04bb90563c4a59d390068305.tar.bz2 scummvm-rg350-e1721718d6bdb94c04bb90563c4a59d390068305.zip |
Updated the readme with the latest info
svn-id: r3653
-rw-r--r-- | readme.txt | 123 |
1 files changed, 92 insertions, 31 deletions
diff --git a/readme.txt b/readme.txt index 08495c0158..e251e722d4 100644 --- a/readme.txt +++ b/readme.txt @@ -1,59 +1,117 @@ -2002-02-03 +ScummVM README +last updated: 2002-03-05 +------------------------------------------------------------------------ -ScummVM is an implementation of the SCUMM engine used in various Lucas Arts games -such as Monkey Island and Day of the Tentacle. +For more info, please visit the ScummVM home page at: +http://scummvm.sourceforge.net + +ScummVM is an implementation of the SCUMM engine used in various Lucas +Arts games such as Monkey Island and Day of the Tentacle. At this time +ScummVM should be considered ALPHA software. At the moment the following games have been reported to work: -Monkey Island 1 (CD version) -Monkey Island 2 -Indiana Jones And The Fate Of Atlantis -Day Of The Tentacle -Sam & Max (partially) -Please be aware that the engine may contains bugs and non-implemented-features that -sometimes make it impossible to finish the game. + Monkey Island 1 (CD version) + Monkey Island 2 + Indiana Jones And The Fate Of Atlantis + Day Of The Tentacle + Sam & Max (some bugs still remain) + +The following games load, but are not in a workable form. + + Loom (256 color CD version) + Zak McKraken (256 color FM towns version) + Indiana Jones and the Last Crusade (256 color version) + +Please be aware that the engine may contains bugs and non-implemented- +features that sometimes make it impossible to finish the game. Compiling: ---------- -You need SDL-1.2.2 (maybe older versions will work), and a supported compiler. At -the moment only GCC and Microsoft Visual C++ are supported. + +You need SDL-1.2.2 (maybe older versions will work), and a supported +compiler. At the moment only GCC and Microsoft Visual C++ are +supported. GCC: ---- -* Type make (or gmake if that's what GNU make is called on your system) and -hopefully ScummVM will compile for you. + +* Type make (or gmake if that's what GNU make is called on your system) +and hopefully ScummVM will compile for you. Microsoft Visual C++: --------------------- + * Open the workspace, scummwm.dsw -* If you want to compile the GDI version, remove sdl.cpp from the project and add windows.cpp. - for the SDL version, remove windows.cpp from the project and add sdl.cpp. +* If you want to compile the GDI version, remove sdl.cpp from the + project and add windows.cpp. for the SDL version, remove windows.cpp + from the project and add sdl.cpp. * Enter the path to the SDL include files in Tools|Options|Directories * Now it should compile successfully. - Running: -------- -Before you run the engine, you need to put the game's datafiles in the same directory as the scummvm executable. The filenames must be in lowercase (monkey2.000 and monkey2.001). -If you use a game with speech, the file monster.sou must reside in the same directory as scummvm. +Before you run the engine, you need to put the game's datafiles in a +directory. The filenames must be in lowercase on *nix systems +(monkey2.000 and monkey2.001). If you use a game with speech, the file +monster.sou must reside in the same directory as scummvm. + +You can either place the scummvm executable in directory in your path, +or place it one dir up from the games install dir. +Here is a good example installation directory structure. + +<root>/Games/LucasArts/ +| ++-- scummvm +| ++-- momkey/ +| ++-- samnmax/ -You can use Ctrl 0-9 and Shift 0-9 to load and save states. -Ctrl-z quits, and Ctrl-f runs in fast mode. -Ctrl-d starts the debugger. -Ctrl-s shows memory consumption. -F5 displays a save/load box. -Space pauses. -Alt-Enter toggles full screen (on unix) +In this installation, <root> is either C: for Windows user, or /usr/ +for *nix systems. To run samnmax from this install as a Windows user +you would make a shortcut with this command: + + C:\Games\LucasArts\scummvm.exe -f -p C:\Games\LucasArts\monkey\ monkey + +The short game name you see at the end of the command line is very +important. You can get the current list of games and game names at: +http://scummvm.sourceforge.net/compatibility.php + +Command Line Options: + + scummvm [-b<num>] [-p path] game + + -p <path> - path to where the game is installed + -b<num> - start in that room + -t<num> - Set music tempo. Suggested: 1F0000 + -f - fullscreen mode + +In game Keys: + + Ctrl 0-9 and Shift 0-9 to load and save states. + Ctrl-z quits + Ctrl-f runs in fast mode. + Ctrl-d starts the debugger. + Ctrl-s shows memory consumption. + F5 displays a save/load box. + Space pauses. + Alt-Enter toggles full screen (on *nix only) Savegames: ---------- -Savegames are by default put in the current directory. You can use the environment variable SCUMMVM_SAVEPATH to specify where to put save games. Don't forget the trailing directory separator. + +Savegames are by default put in the current directory. You can use the +environment variable SCUMMVM_SAVEPATH to specify where to put save games. +Don't forget the trailing directory separator. + Bash Example: export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/ -Playing sound with Timidity: ----------------------------- +Playing sound with Timidity (*nix only): +---------------------------------------- + Start Timidity with the following command line : $ timidity -irv 7777 @@ -61,7 +119,10 @@ $ timidity -irv 7777 Then just start ScummVM and you should have sound. In order to use timidity, you need to compile ScummVM with USE_TIMIDITY. -If you compile ScummVM with the USE_ADLIB flag, an Adlib card will be emulated and ScummVM will output the music as sampled waves. (doesn't work with Sam&Max) +If you compile ScummVM with the USE_ADLIB flag, an Adlib card will be +emulated and ScummVM will output the music as sampled waves. +(doesn't work with Sam&Max) +------------------------------------------------------------------------ Good Luck, -The ScummVM team.
\ No newline at end of file +The ScummVM team. |