diff options
author | Travis Howell | 2007-02-17 23:02:25 +0000 |
---|---|---|
committer | Travis Howell | 2007-02-17 23:02:25 +0000 |
commit | a2260653efb3fb43efde23b1375f9eb1c5938717 (patch) | |
tree | 2cc01c4b8d0d9da3da14f85250a7f3b86e39893a /doc | |
parent | e326f482c96f24690ce39bf971c371410a24a9ba (diff) | |
download | scummvm-rg350-a2260653efb3fb43efde23b1375f9eb1c5938717.tar.gz scummvm-rg350-a2260653efb3fb43efde23b1375f9eb1c5938717.tar.bz2 scummvm-rg350-a2260653efb3fb43efde23b1375f9eb1c5938717.zip |
Removed LaTeX readme, since it is no longer been updated or used.
svn-id: r25667
Diffstat (limited to 'doc')
39 files changed, 0 insertions, 2249 deletions
diff --git a/doc/about.tex b/doc/about.tex deleted file mode 100644 index e863f4d6e5..0000000000 --- a/doc/about.tex +++ /dev/null @@ -1,26 +0,0 @@ -\section{About} - -ScummVM is a collection of interpreters, capable of emulating several -adventure game engines. ScummVM mainly supports games created using -SCUMM (Script Creation Utility for Maniac Mansion), used in various -LucasArts games such as Monkey Island and numerous Humongous Entertainment -games. - -ScummVM also contains interpreters for several non-SCUMM games. Currently -these are Beneath a Steel Sky, Broken Sword 1 and 2, Flight of the -Amazon Queen, Gobliiins, Inherit the Earth: Quest for the Orb, -Simon the Sorcerer 1 and 2, The Feeble Files and The Legend of Kyrandia. - -At this time ScummVM should be considered beta software, and is still -under heavy development. Be aware that whilst we attempt to make sure -that many games can be completed with few major bugs, crashes can happen. - -If you enjoy ScummVM feel free to donate using the PayPal button on the -ScummVM homepage. This will help us buy utilities needed to develop ScummVM -easier and quicker. If you cannot donate, help and contribute a patch! - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio-adlib.tex b/doc/audio-adlib.tex deleted file mode 100644 index f3cb4bb255..0000000000 --- a/doc/audio-adlib.tex +++ /dev/null @@ -1,11 +0,0 @@ -\subsection{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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio-compression.tex b/doc/audio-compression.tex deleted file mode 100644 index a9b9806111..0000000000 --- a/doc/audio-compression.tex +++ /dev/null @@ -1,176 +0,0 @@ -\subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)} -\label{sect-compressing-audiofiles} - - -\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 compress\_scumm\_sou utility from the scummvm-tools -package to perform this task, and ScummVM must be compiled with MAD support. -\begin{verbatim} - compress_scumm_sou 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} - compress_scumm_sou --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} - compress_scumm_sou --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 and The Feeble Files} - -Use our compress\_simon 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} - compress\_simon effects &(For Acorn CD version of Simon 1)\\ - compress\_simon simon &(For Acorn CD version of Simon 1)\\ - compress\_simon effects.voc&(For DOS CD version of Simon 1)\\ - compress\_simon simon.voc &(For DOS CD version of Simon 1)\\ - compress\_simon simon.wav &(For Windows CD version of Simon 1)\\ - compress\_simon simon2.voc &(For DOS CD version of Simon 2)\\ - compress\_simon simon2.wav &(For Windows CD version of Simon 2)\\ - compress\_simon mac &(For Macintosh version of Simon 2)\\ - - compress\_simon voices1.wav&(For Windows 2CD/4CD version of Feeble)\\ - compress\_simon voices2.wav&(For Windows 2CD/4CD version of Feeble)\\ - compress\_simon voices3.wav&(For Windows 4CD version of Feeble)\\ - compress\_simon voices4.wav&(For Windows 4CD version of Feeble)\\ -\end{tabular} - -For Ogg Vorbis add --vorbis to the options, i.e. -\begin{verbatim} - compress_simon --vorbis -\end{verbatim} -% -For Flac add --flac and optional parameters, i.e. -\begin{verbatim} - compress_simon --flac --best -b 1152 -\end{verbatim} -% -Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this -file to your game directory. You can safely remove the old file. - - -\subsubsection{Compressing speech/music in Broken Sword 1} - -The compress\_sword1 tool from the scummvm-tools package can encode music and -speech to MP3 as well as Ogg Vorbis. -The 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} - compress_sword1 --vorbis -\end{verbatim} -% -will compress the files using Ogg Vorbis instead of MP3. - -Use -\begin{verbatim} - compress_sword1 --help -\end{verbatim} -% -to get a full list of the options. - - -\subsubsection{Compressing speech/music in Broken Sword 2} - -Use our compress\_sword2 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{verbatim} - compress_sword2 speech1.clu - compress_sword2 music1.clu -\end{verbatim} -% -For Ogg Vorbis add --vorbis to the options, i.e. -\begin{verbatim} - compress_sword2 --vorbis -\end{verbatim} -% -Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to -your game directory. 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 compress\_sword2 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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio-fluidsynth.tex b/doc/audio-fluidsynth.tex deleted file mode 100644 index e2d990715a..0000000000 --- a/doc/audio-fluidsynth.tex +++ /dev/null @@ -1,23 +0,0 @@ -\subsection{Playing sound with FluidSynth MIDI emulation} - -If ScummVM was build with libfluidsynth 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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio-midi-emulated.tex b/doc/audio-midi-emulated.tex deleted file mode 100644 index f911a7c907..0000000000 --- a/doc/audio-midi-emulated.tex +++ /dev/null @@ -1,16 +0,0 @@ -\subsection{Playing sound with MIDI emulation} - -Some games (such as Sam \& 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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio-midi-native.tex b/doc/audio-midi-native.tex deleted file mode 100644 index 4d996601ed..0000000000 --- a/doc/audio-midi-native.tex +++ /dev/null @@ -1,42 +0,0 @@ -\subsection{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. - - -\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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio-midi-sequencer.tex b/doc/audio-midi-sequencer.tex deleted file mode 100644 index a12a006d81..0000000000 --- a/doc/audio-midi-sequencer.tex +++ /dev/null @@ -1,87 +0,0 @@ -\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 -- for example, to -/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 noticeable 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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio-mt32.tex b/doc/audio-mt32.tex deleted file mode 100644 index 50651c140e..0000000000 --- a/doc/audio-mt32.tex +++ /dev/null @@ -1,23 +0,0 @@ -\subsection{Playing sound with MT-32 emulation} - -Some games which contain MIDI music data also have improved tracks designed -for the MT-32 sound module. ScummVM can now emulate this device, however you -must provide original MT-32 ROMs to make it work: - -MT32\_PCM.ROM - IC21 (512KB)\\ -MT32\_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise\\ - -Place these ROMs in the game directory, in your extrapath, or in the directory -where your ScummVM executable resides. - -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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio-samplerate.tex b/doc/audio-samplerate.tex deleted file mode 100644 index 9b0162995e..0000000000 --- a/doc/audio-samplerate.tex +++ /dev/null @@ -1,33 +0,0 @@ -\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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/audio.tex b/doc/audio.tex deleted file mode 100644 index 4642572587..0000000000 --- a/doc/audio.tex +++ /dev/null @@ -1,46 +0,0 @@ -\section{Music and Sound} \label{sect-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. - -\begin{tabular}[h]{ll} - null & Null output. Don't play any music.\\ - & \\ - adlib & Uses internal Adlib Emulation (default)\\ - fluidsynth & Uses FluidSynth MIDI Emulation\\ - mt32 & Uses internal MT-32 Emulation\\ - pcjr & Uses internal PCjr Emulation \\ - pcspk & Uses internal PC Speaker Emulation\\ - towns & Uses FM-TOWNS YM2612 Emulation\\ - & \\ - alsa & Output using ALSA sequencer device. See below.\\ - core & CoreAudio sound, for Mac OS X users.\\ - coremidi & CoreMIDI sound, for Mac OS X users. Use only if you have a hardware MIDI synthesizer.\\ - qt & Quicktime sound, for Macintosh users.\\ - seq & Uses /dev/sequencer for MIDI, *nix users. See below.\\ - windows & Windows MIDI. Uses built-in sequencer, for Windows users\\ -\end{tabular} - -To select a sound driver, pass its name via the '-e' option to scummvm, -for example: -\begin{verbatim} - scummvm -eadlib monkey2 -\end{verbatim} - - -\input {audio-adlib.tex} -\input {audio-fluidsynth.tex} -\input {audio-mt32.tex} -\input {audio-midi-emulated.tex} -\input {audio-midi-native.tex} -\input {audio-midi-sequencer.tex} -\input {audio-compression.tex} -\input {audio-samplerate.tex} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/bugs.tex b/doc/bugs.tex deleted file mode 100644 index 426571e11c..0000000000 --- a/doc/bugs.tex +++ /dev/null @@ -1,33 +0,0 @@ -\subsection{Reporting Bugs} \label{sect-reporting-bugs} - -To report a bug, please create a SourceForge account and follow the bugs -link from our homepage. Please make sure the bug is reproducible, and -still occurs in the latest SVN/Daily build version. Also check the known -problems list (below) and the compatibility list on our website for that -game, to ensure the issue is not already known: - - \url{http://www.scummvm.org/compatibility_stable.php} - -Also do not report bugs on games that are not listed as being completable -in the 'Supported Games' section, or compatibility list. We \textit{know} those -games have bugs. - -Please include the following information: -\begin{itemize} -\item ScummVM version (PLEASE test the latest SVN/Daily build) -\item Bug details, including instructions on reproducing -\item Language of game (English, German, ...) -\item Version of game (talkie, floppy, ...) -\item Platform and Compiler (Win32, Linux, FreeBSD, ...) -\item Attach a savegame if possible -\item If this bug only occurred recently, please note the last - version without the bug, and the first version including - the bug. That way we can fix it quicker by looking at the - changes made. -\end{itemize} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/compiling.tex b/doc/compiling.tex deleted file mode 100644 index 49bb8d3e4e..0000000000 --- a/doc/compiling.tex +++ /dev/null @@ -1,84 +0,0 @@ -\section{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' SVN module, or in the 'scummvm-tools' package. - -Some parts of ScummVM, particularly scalers, have highly optimized versions -written in assembler. If you wish to use this option, you will need to install -nasm assembler (see \url{http://nasm.sf.net}). Note, that currently we have only x86 -MMX optimized versions, and they will not compile on other processors. - -On Win9x/NT/XP you can define USE\_WINDBG and attach WinDbg to browse debug -messages (see \url{http://www.sysinternals.com/ntw2k/freeware/debugview.shtml}). - -\subsection{GCC} - \begin{itemize} - \item Type \texttt{./configure} - \item Type \texttt{make} (or \texttt{gmake}, or \texttt{gnumake}, depending - on what GNU make is called on your system) and hopefully ScummVM will - compile for you. - \end{itemize} -\subsection{Microsoft Visual C++ 6.0} - \begin{itemize} - \item Open the workspace, scummwm.dsw - \item Enter the path to the needed libraries and includes in - Tools|Options|Directories - \item Now it should compile successfully. - \end{itemize} -\subsection{Microsoft Visual C++ 7.0} - \begin{itemize} - \item Open the solution file scummwm.sln - \item Enter the path to the needed libraries and includes in - Tools|Options|Directories - \item Now it should compile successfully. - \end{itemize} -\subsection{Windows Mobile with Microsoft eMbedded Visual C++ 3 or 4} - \begin{itemize} - \item Download SDL with additional Windows Mobile tweaks:\\ - \url{http://arisme.free.fr/ports/SDL.php} - \item Download additional third party libraries:\\ - \url{http://arisme.free.fr/ports} - \item Modify your include and library paths accordingly in EVC3/EVC4. - \item Open the ScummVM project dists$\backslash$msevc4$\backslash$PocketSCUMM.vcw - \item Modify the libraries and config parameters if necessary. - \item Now it should compile successfully. - \end{itemize} -\subsection{Debian GNU/Linux} - \begin{itemize} - \item Install the packages 'build-essential', 'fakeroot', 'debhelper', - and 'libsdl1.2-dev' on your system. - \item nstall 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). - \item Run 'make deb' - \item Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done. - \end{itemize} -\subsection{Mac OS X} -\begin{itemize} -\item Make sure you have the developer tools installed. -\item The SDL developer package for OS X available on the SDL web site is - \textit{not} suitable. Rather, you require a unix-style build of SDL. One - way to get that is to install SDL via Fink\\ - (\url{http://fink.sf.net}). - - Alternatively you could compile SDL manually from source using its - unix build system\\ - (\texttt{configure \&\& make}). -\item Type \texttt{./configure} in the ScummVM directory -\item You can now type \texttt{make} to create a command line binary. -\item To get a version you can run from Finder, type \texttt{make bundle} which - will create ScummVM.app (this only works if you installed SDL - etc. via Fink and into /sw. If you have installed SDL in another - way, you'll have to edit the Makefile). -\end{itemize} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/config.tex b/doc/config.tex deleted file mode 100644 index aa8d73c70e..0000000000 --- a/doc/config.tex +++ /dev/null @@ -1,146 +0,0 @@ -\section{Configuration file} - -By default, the configuration file is saved in, and loaded from: -% -\begin{itemize} -\item Windows: \verb#<windir>\scummvm.ini# -\item Unix: \verb#~/.scummvmrc# -\item Mac OS X: \verb#~/Library/Preferences/ScummVM Preferences# -\item Others: \verb#scummvm.ini# in the current directory -\end{itemize} -% -An example config file looks as follows: -% -\begin{verbatim} - [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 - music_volume=40 - sfx_volume=255 - - [loomcd] - cdrom=1 - path=C:\loom\ - talkspeed=5 - savepath=C:\loom\saves\ - - [monkey2] - path=C:\amiga_mi2\ - music_driver=windows -\end{verbatim} -% -The following keywords are recognized: - -\begin{tabular}[hf]{lll} - basename &string\\ - path &string The path to where a game's data files are\\ - autosave\_period &number The seconds between autosaving (default: 300)\\ - 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, us, de, fr, it, pt, es, jp,\\ - & zh, kr, se, gb, hb, cz, ru)\\ - speech\_mute &bool If true, speech is muted\\ - subtitles &bool Set to true to enable subtitles.\\ - talkspeed &number Text speed\\ -\\ - 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\\ - music\_driver &string The music engine to use.\\ - output\_rate &number The output sample rate to use, in Hz. Sensible\\ - & values are 11025, 22050 and 44100.\\ - 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.\\ - soundfont &string The SoundFont to use for MIDI playback. (Only\\ - & supported by some MIDI drivers.)\\ - native\_mt32 &bool If true, disable GM emulation and assume that\\ - & there is a true Roland MT-32 available.\\ - enable\_gs &bool If true, enable Roland GS-specific features to\\ - & enhance GM emulation. If native\_mt32 is also\\ - & true, the GS device will select an MT-32 map\\ - & to play the correct instruments.\\ - sfx\_volume &number The sfx volume setting (0-255)\\ - tempo &number The music tempo (50-200) (default: 100)\\ - speech\_volume &number The speech volume setting (0-255)\\ - midi\_gain &number The MIDI gain (0-1000) (default: 100) (Only\\ - & supported by some MIDI drivers.)\\ -\\ - copy\_protection&bool Enable copy protection in SCUMM games, when\\ - & ScummVM disables it by default.\\ - demo\_mode &bool Start demo in Maniac Mansion\\ - alt\_intro &bool Use alternative intro for CD versions of \\ - & Beneath a Steel Sky and Flight of the Amazon\\ - & Queen -\\ - boot\_param &number Pass this number to the boot script\\ -\end{tabular} - -Broken Sword 2 adds the following non-standard keywords:\\ -\begin{tabular}[h]{lll} - 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\\ -\end{tabular} - -Flight of the Amazon Queen adds the following non-standard keywords:\\ -\begin{tabular}[h]{lll} - music\_mute &bool &If true, music is muted\\ - sfx\_mute &bool &If true, sound effects are muted\\ -\end{tabular} - -Simon the Sorcerer 1 and 2 add the following non-standard keywords:\\ -\begin{tabular}[h]{lll} - music\_mute &bool &If true, music is muted\\ - sfx\_mute &bool &If true, sound effects are muted\\ -\end{tabular} - -The Legend of Kyrandia adds the following non-standard keyword:\\ -\begin{tabular}[h]{lll} - walkspeed &int &The walk speed (0-4)\\ -\end{tabular} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/contact.tex b/doc/contact.tex deleted file mode 100644 index 6f4e998731..0000000000 --- a/doc/contact.tex +++ /dev/null @@ -1,16 +0,0 @@ -\section{Contacting} - -The easiest way to contact the ScummVM team is by submitting bug reports or -commenting in our forums. You can also join and e-mail the scummvm-devel -mailing list, or chat with us on IRC (\#scummvm on irc.freenode.net) -Please do not ask us to support an unsupported game -- read the FAQ on our -web site first. - - -\input {bugs.tex} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/credits.tex b/doc/credits.tex deleted file mode 100644 index eb44a98060..0000000000 --- a/doc/credits.tex +++ /dev/null @@ -1,407 +0,0 @@ -% This file was generated by credits.pl. Do not edit by hand! -\section{Credits} -\begin{trivlist} -\item \textbf{\LARGE ScummVM Team} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \textbf{\large Project Leaders} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - James Brown & \textit{}\\ - Max Horn & \textit{}\\ - Eugene Sandulenko & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{\large Engine Teams} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \textbf{ SCUMM} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Torbj\"orn Andersson & \textit{}\\ - James Brown & \textit{}\\ - Jonathan Gray & \textit{}\\ - Max Horn & \textit{}\\ - Travis Howell & \textit{}\\ - Pawe{\l} Ko{\l}odziejski & \textit{Codecs, iMUSE, Smush, etc.}\\ - Eugene Sandulenko & \textit{FT INSANE, MM NES, MM C64, game detection, Herc/CGA}\\ - \end{tabular} -\end{list} -\item \textbf{ HE} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Jonathan Gray & \textit{}\\ - Travis Howell & \textit{}\\ - Gregory Montoir & \textit{}\\ - Eugene Sandulenko & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ AGI} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Stuart George & \textit{}\\ - Pawe{\l} Ko{\l}odziejski & \textit{}\\ - Eugene Sandulenko & \textit{}\\ - David Symonds & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ AGOS} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Torbj\"orn Andersson & \textit{}\\ - Travis Howell & \textit{}\\ - Oliver Kiehl & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ BASS} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Robert G\"offringmann & \textit{}\\ - Oliver Kiehl & \textit{}\\ - Joost Peters & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Broken Sword 1} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Robert G\"offringmann & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Broken Sword 2} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Torbj\"orn Andersson & \textit{}\\ - Jonathan Gray & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Cinematique evo 1} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Pawe{\l} Ko{\l}odziejski & \textit{}\\ - Gregory Montoir & \textit{}\\ - Eugene Sandulenko & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ FOTAQ} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - David Eriksson & \textit{}\\ - Gregory Montoir & \textit{}\\ - Joost Peters & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Gob} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Torbj\"orn Andersson & \textit{}\\ - Sven Hesse & \textit{}\\ - Willem Jan Palenstijn & \textit{}\\ - Eugene Sandulenko & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Kyra} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Torbj\"orn Andersson & \textit{VQA Player}\\ - Oystein Eftevaag & \textit{}\\ - Gregory Montoir & \textit{}\\ - Johannes Schickel & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Lure} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Paul Gilbert & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ SAGA} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Torbj\"orn Andersson & \textit{}\\ - Andrew Kurushin & \textit{}\\ - Eugene Sandulenko & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Touch\'e} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Gregory Montoir & \textit{}\\ - \end{tabular} -\end{list} -\end{list} -\item \textbf{\large Backend Teams} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \textbf{ Dreamcast} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Marcus Comstedt & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ GP2X} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - John Willis & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ GP32} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Won Star & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Nintendo DS} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Neil Millstone & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ PalmOS} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Chris Apers & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ PocketPC / WinCE} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Nicolas Bacca & \textit{}\\ - Kostas Nakos & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ PlayStation 2} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Robert G\"offringmann & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ PSP (PlayStation Portable)} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Joost Peters & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ SDL (Win/Linux/OS X/etc.)} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Max Horn & \textit{}\\ - Eugene Sandulenko & \textit{Asm routines, GFX layers}\\ - \end{tabular} -\end{list} -\item \textbf{ SymbianOS} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Jurgen Braam & \textit{}\\ - Lars Persson & \textit{}\\ - \end{tabular} -\end{list} -\end{list} -\item \textbf{\large Other subsystems} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \textbf{ Infrastructure} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Max Horn & \textit{Backend \& Engine APIs, file API, sound mixer, audiostreams, data structures, etc.}\\ - Eugene Sandulenko & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ GUI} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Eugene Sandulenko & \textit{}\\ - Johannes Schickel & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Miscellaneous} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Jerome Fisher & \textit{MT-32 emulator}\\ - Jochen Hoenicke & \textit{Speaker \& PCjr sound support, Adlib work}\\ - \end{tabular} -\end{list} -\end{list} -\item \textbf{\large Website (content)} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item -All active team members -\end{list} -\item \textbf{\large Documentation} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Joachim Eberhard & \textit{Documentation manager}\\ - Matthew Hoops & \textit{Wiki editor}\\ - \end{tabular} -\end{list} -\item \textbf{\large Retired Team Members} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Tore Anderson & \textit{Former Debian GNU/Linux maintainer}\\ - Ralph Brorsen & \textit{Help with GUI implementation}\\ - Jamieson Christian & \textit{iMUSE, MIDI, all things musical}\\ - Vincent Hamm & \textit{Co-Founder, original CinE engine author}\\ - R\"udiger Hanke & \textit{Port: MorphOS}\\ - Felix Jakschitsch & \textit{Zak256 reverse engineering}\\ - Mutwin Kraus & \textit{Original MacOS porter}\\ - Peter Moraliyski & \textit{Port: GP32}\\ - Jeremy Newman & \textit{Former webmaster}\\ - Ludvig Strigeus & \textit{Original ScummVM and SimonVM author}\\ - Lionel Ulmer & \textit{Port: X11}\\ - \end{tabular} -\end{list} -\end{list} -\item \textbf{\LARGE Other contributions} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \textbf{\large Packages} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \textbf{ AmigaOS 4} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Hans-J\"org Frieden & \textit{}\\ - Juha Niemim\"aki & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Atari/FreeMiNT} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Keith Scroggins & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ BeOS} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Stefan Parviainen & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Debian GNU/Linux} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - David Weinehall & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Fedora / RedHat} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Willem Jan Palenstijn & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Mac OS X} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Max Horn & \textit{}\\ - Oystein Eftevaag & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Mandriva} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Dominik Scherer & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ MorphOS} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Fabien Coeurjoly & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ OS/2} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Paul Smedley & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ SlackWare} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Robert Kelsen & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Solaris x86} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Laurent Blume & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Solaris SPARC} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Markus Strangl & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Win32} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Travis Howell & \textit{}\\ - \end{tabular} -\end{list} -\item \textbf{ Win64} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Chris Gray & \textit{}\\ - \end{tabular} -\end{list} -\end{list} -\item \textbf{\large Websites (design)} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Dob\'o Bal\'azs & \textit{Website design}\\ - Yaroslav Fedevych & \textit{HTML/CSS for the website}\\ - David Jensen & \textit{SVG logo conversion}\\ - Jean Marc & \textit{ScummVM logo}\\ - Raina & \textit{ScummVM forum buttons}\\ - Clemens Steinhuber & \textit{ScummVM forum theme}\\ - \end{tabular} -\end{list} -\item \textbf{\large Code contributions} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Ori Avtalion & \textit{Subtitle control options in the GUI; BASS GUI fixes}\\ - Stuart Caie & \textit{Decoders for Simon 1 Amiga data files}\\ - Paolo Costabel & \textit{PSP port contributions}\\ - Thierry Crozat & \textit{Support for Broken Sword 1 Macintosh version}\\ - Thomas Fach-Pedersen & \textit{ProTracker module player}\\ - Benjamin Haisch & \textit{Heavily improved de-/encoder for DXA videos}\\ - Janne Huttunen & \textit{V3 actor mask support, Dig/FT SMUSH audio}\\ - Kov\'acs Endre J\'anos & \textit{Several fixes for Simon1}\\ - Jeroen Janssen & \textit{Numerous readability and bugfix patches}\\ - Florian Kagerer & \textit{Various Kyrandia 1 FM-Towns code contributions}\\ - Andreas Karlsson & \textit{Initial port for EPOC/SymbianOS}\\ - Claudio Matsuoka & \textit{Daily Linux builds}\\ - Thomas Mayer & \textit{PSP port contributions}\\ - Mikesch Nepomuk & \textit{MI1 VGA floppy patches}\\ - Nicolas Noble & \textit{Config file and ALSA support}\\ - Quietust & \textit{Sound support for Amiga SCUMM V2/V3 games, MM NES support}\\ - Andreas R\"over & \textit{Broken Sword 1/2 MPEG2 cutscene support}\\ - Edward Rudd & \textit{Fixes for playing MP3 versions of MI1/Loom audio}\\ - Daniel Schepler & \textit{Final MI1 CD music support, initial Ogg Vorbis support}\\ - Andr\'e Souza & \textit{SDL-based OpenGL renderer}\\ - Tim Phillips & \textit{Initial MI1 CD music support}\\ - \end{tabular} -\end{list} -\item -And to all the contributors, users, and beta testers we've missed. Thanks! -\end{list} -\item \textbf{\LARGE Special thanks to} -\begin{list}{}{\setlength{\leftmargin}{0.2cm}} -\item \begin{tabular}[h]{p{0.3\linewidth}p{0.6\linewidth}} - Sander Buskens & \textit{For his work on the initial reversing of Monkey2}\\ - Canadacow & \textit{For the original MT-32 emulator}\\ - Kevin Carnes & \textit{For Scumm16, the basis of ScummVM's older gfx codecs}\\ - Patrick Combet & \textit{For the original Gobliiins ADL player}\\ - Ivan Dubrov & \textit{For contributing the initial version of the Gobliiins engine}\\ - Jezar & \textit{For his freeverb filter implementation}\\ - Jim Leiterman & \textit{Various info on his FM-TOWNS/Marty SCUMM ports}\\ - lloyd & \textit{For deep tech details about C64 Zak \& MM}\\ - Sarien Team & \textit{Original AGI engine code}\\ - Jimmi Th{\o}gersen & \textit{For ScummRev, and much obscure code/documentation}\\ - Tristan & \textit{For additional work on the original MT-32 emulator}\\ - \end{tabular} -\item -Tony Warriner and everyone at Revolution Software Ltd. for sharing with us the source of some of their brilliant games, allowing us to release Beneath a Steel Sky as freeware... and generally being supportive above and beyond the call of duty. -\item -John Passfield and Steve Stamatiadis for sharing the source of their classic title, Flight of the Amazon Queen and also being incredibly supportive. -\item -Joe Pearce from The Wyrmkeep Entertainment Co. for sharing the source of their famous title Inherit the Earth and always prompt replies to our questions. -\item -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! -\item -Alan Bridgman, Simon Woodroffe and everyone at Adventure Soft for sharing the source code of The Feeble Files and Simon the Sorcerer's Puzzle Pack with us. -\end{list} -\end{trivlist} - diff --git a/doc/games-bass.tex b/doc/games-bass.tex deleted file mode 100644 index 8b026aa074..0000000000 --- a/doc/games-bass.tex +++ /dev/null @@ -1,15 +0,0 @@ -\subsection{Beneath a Steel Sky notes} - -Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file to run -Beneath a Steel Sky. - -This file is available on the 'Compatibility' page of the ScummVM -website, you can place it in either the directory containing the other -game data files (SKY.DNR, SKY.DSK), in your extrapath, or in the directory -where your ScummVM executable resides. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-c64.tex b/doc/games-c64.tex deleted file mode 100644 index bc28bfbd00..0000000000 --- a/doc/games-c64.tex +++ /dev/null @@ -1,14 +0,0 @@ -\subsection{Commodore64 games notes} - -Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet -playable. Either use extract\_mm\_c64 from the tools package (but then the -game will not be autodetected by ScummVM) or name the D64 disks as -"maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64" respectively. -If you add the game manually, make sure that the platform is set to -Commodore64. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-comi.tex b/doc/games-comi.tex deleted file mode 100644 index 9d885aa889..0000000000 --- a/doc/games-comi.tex +++ /dev/null @@ -1,15 +0,0 @@ -\subsection{The Curse of Monkey Island notes} - -For this game, you'll need the comi.la0, comi.la1 and comi.la2 files. The -comi.la0 file can be found on either CD, but since they are identical it -doesn't matter which one of them you use. - -In addition, you'll need a resource subdirectory with all of the files from the -resource subdirectories on both CDs. Some of the files appear on both CDs, but -again they're identical. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-copyprot.tex b/doc/games-copyprot.tex deleted file mode 100644 index f8aea67e07..0000000000 --- a/doc/games-copyprot.tex +++ /dev/null @@ -1,33 +0,0 @@ -\subsection{Copy Protection} - -The ScummVM team does not condone piracy. However, there are cases when -LucasArts themselves bundled cracked interpreters with their own games -- -the data files still contain the copy protection scripts, but the interpreter -bypasses them. There is no way for us to tell the difference between legitimate -and pirated data files, so for the games where we know the original interpreter -may have been cracked ScummVM will always have to bypass the copy protection. - -In some cases ScummVM will still show the copy protection screen. Try entering -any answer. Chances are that it will work. - -ScummVM will skip copy protection in the following games: - -\begin{tabular}{l} -Maniac Mansion\\ -Zak McKracken and the Alien Mindbenders\\ -Loom (EGA)\\ -The Secret of Monkey Island (VGA)\\ -Monkey Island 2: LeChuck's Revenge\\ -\end{tabular} - -Beneath a Steel Sky bypassed with kind permission from Revolution Software. - -Inherit the Earth: Quest for the Orb (Floppy version) bypassed with kind -permission from Wyrmkeep Entertainment, since it was bypassed in all CD -releases of the game. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-feeble.tex b/doc/games-feeble.tex deleted file mode 100644 index 2d2de9544f..0000000000 --- a/doc/games-feeble.tex +++ /dev/null @@ -1,25 +0,0 @@ -\subsection{The Feeble Files notes} - -If you have the Windows version of The Feeble Files, there are several things -to note. - -Many of the files necessary for the game are stored in an InstallShield file -called data1.cab, which ScummVM is unable to unpack. You will need to use the -original installer or i5comp to unpack the contents of this file. - -The game uses Smacker cutscenes extensively, which we can't support directly, -due to reasons described above. The cutscenes have to be re-encoded to DXA, -which is the format used by the cutscenes in the Amiga and Macintosh versions. -See the tools README for a brief guide on converting the cutscenes. - -The original speech files will need to be renamed, to use with ScummVM. -Rename voices.wav on CD1 to voices1.wav -Rename voices.wav on CD2 to voices2.wav -Rename voices.wav on CD3 to voices3.wav -Rename voices.wav on CD4 to voices4.wav - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-gob.tex b/doc/games-gob.tex deleted file mode 100644 index 36b9a849b1..0000000000 --- a/doc/games-gob.tex +++ /dev/null @@ -1,13 +0,0 @@ -\subsection{Gobliiins notes} - -The CD versions of the Gobliiins series contain one big audio track which you -need to rip (See the section on using compressed audio files) and copy into -the game directory if you want to have in-game music without the CD in the -drive all the time. The speech is also in that track and its volume is -therefore changed with the music volume control as well. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-ite.tex b/doc/games-ite.tex deleted file mode 100644 index 4af6b0a46a..0000000000 --- a/doc/games-ite.tex +++ /dev/null @@ -1,24 +0,0 @@ -\subsection{Inherit the Earth: Quest for the Orb notes} - -In order to run the Mac OS X Wyrmkeep re-release of the game you will need to -copy over data from the CD to your hard drive. If you're on a PC then consult: - - \url{http://wiki.scummvm.org/index.php/HOWTO-Mac_Games} - -Although it primarily talks about SCUMM games, it mentions the "HFVExplorer" -utility which you need to extract the files. -Note that you have to put the speech data "Inherit the Earth Voices" in the -same directory as the game data which is stored in: - -\begin{verbatim} - Inherit the Earth.app/Contents/Resources -\end{verbatim} - -For the old Mac OS 9 release you need to copy the files in MacBinary format, -as they should include both resource and data forks. Copy all 'ITE *' files. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-kyra.tex b/doc/games-kyra.tex deleted file mode 100644 index da88be21d0..0000000000 --- a/doc/games-kyra.tex +++ /dev/null @@ -1,10 +0,0 @@ -\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. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-mac.tex b/doc/games-mac.tex deleted file mode 100644 index 8d21e69955..0000000000 --- a/doc/games-mac.tex +++ /dev/null @@ -1,24 +0,0 @@ -\subsection{Macintosh games notes} - -All LucasArts SCUMM based adventures except COMI also exist in versions for the -Macintosh. ScummVM can use most (all?) of them, however, in some cases some -additional work is required. First off, if you are not using a Macintosh for -this, accessing the CD/floppy data might be tricky, since the mac uses a -special disk format called HFS which other systems usually do not support. -However, there are various free tools on the net which allow reading such HFS -volumes (for example "HFVExplorer" for Windows and "hfsutils" for Linux and -other Unix-like operating systems). - -Secondly, most of the newer games shipped only with a single data file on the -Macintosh. You used to have to manually convert that data file, but this is no -longer necessary, as ScummVM can now open and understand the format natively. - -For further information on copying Macintosh game files to your hard disk see: - - \url{http://wiki.scummvm.org/index.php/HOWTO-Mac_Games} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-mmnes.tex b/doc/games-mmnes.tex deleted file mode 100644 index 86311646e2..0000000000 --- a/doc/games-mmnes.tex +++ /dev/null @@ -1,32 +0,0 @@ -\subsection{Maniac Mansion NES notes} - -Supported versions are English GB (E), French (F), German (G), Swedish (SW) -and English US (U). -ScummVM requires just the PRG section to run and not the 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 the second row (17th byte) to the end. -After you do this, paste it to a new hex file. Name the new file -"Maniac Mansion (XX).prg" while XX stands for the version you are working -with (E, F, G, SW, or U). The final size should be exactly 262144 bytes. - -If you add the game manually make sure that the platform is set to NES. - -Most common mistakes which prevents the 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} - -It is also possible to extract the separate LFL files from the PRG section. -To do so use the extract\_mm\_nes utility from the tools package. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-multicd.tex b/doc/games-multicd.tex deleted file mode 100644 index 37a9cbcbcf..0000000000 --- a/doc/games-multicd.tex +++ /dev/null @@ -1,26 +0,0 @@ -\subsection{Multi-CD games notes} - -In general, ScummVM does not deal very well with Multi-CD games. This is -because ScummVM assumes everything about a game can be found in one directory. -Even if ScummVM does make some provisions for asking the user to change CD, the -original games usually install a small number of files to the hard disk. Unless -these files can be found on all the CDs, ScummVM will be in trouble. - -Fortunately, ScummVM has no problems running the games entirely from hard disk, -if you create a directory with the correct combination of files. Usually, when -a file appears on more than one CD you can pick either of them. - -These instructions are written for the PC versions (which in some case is the -only version) of the games. Windows and DOS use case-insensitive file systems, -so if one CD has a file called MONKEY.DAT and another has a file called -monkey.dat, they are the same files. These instructions give file names in all -lower-case names, even if that's not always how they appear on the CDs. In -fact, on case-sensitive file systems you will have to make sure that all -filenames use either all upper- or all lower-case letters for ScummVM to be -able to find the files. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-problems.tex b/doc/games-problems.tex deleted file mode 100644 index 41cd7ee137..0000000000 --- a/doc/games-problems.tex +++ /dev/null @@ -1,89 +0,0 @@ -\subsection{Known Problems} - -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 list on the web site, please see -the section on reporting bugs. \ref{sect-reporting-bugs}. - -CD Audio Games: - \begin{itemize} - \item When playing games that use CD Audio (FM-TOWNS games, 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} -FM-TOWNS Versions: - \begin{itemize} - \item The Kanji versions require the FM-TOWNS Font ROM - \item ScummVM will crash randomly when using the FM-TOWNS Font ROM for - the Kanji versions of the following games: - The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge - and Indiana Jones and the Fate of Atlantis - \end{itemize} -Loom (EGA): -The Secret of Monkey Island (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 demos aren't supported - \item Not a bug: CD version is missing speech for some dialogs, this is - normal. - \end{itemize} -Broken Sword 1: - \begin{itemize} - \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 versions aren't supported - \end{itemize} -Simon the Sorcerer 1: - \begin{itemize} - \item Subtitles aren't available in the English and German CD versions - as they are missing the majority of subtitles. - \end{itemize} -Simon the Sorcerer 2: - \begin{itemize} - \item Combined speech and subtitles will often cause speech to be - cut off early, this is a limitation of the original game. - \item Only default language (English) of data files is supported - in Amiga and Macintosh versions. - \end{itemize} -Simon the Sorcerer's Puzzle Pack: - \begin{itemize} - \item No support for displaying, entering, loading or saving high scores. - \item No support for displaying explanation, when clicking on items in - Swampy Adventures. - \end{itemize} -The Feeble Files - \begin{itemize} - \item Subtitles are often incomplete, they were always disabled in the - original game. - \end{itemize} -The Legend of Kyrandia: - \begin{itemize} - \item Amiga versions aren't supported - \item FM-Towns version isn't supported - \end{itemize} -Humongous Entertainment Games - \begin{itemize} - \item No support for printing images - \end{itemize} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-queen.tex b/doc/games-queen.tex deleted file mode 100644 index d97cb0a100..0000000000 --- a/doc/games-queen.tex +++ /dev/null @@ -1,19 +0,0 @@ -\subsection{Flight of the Amazon Queen notes} - -In order to use a non-freeware version of Flight of the Amazon Queen (from -original CD), you will need to place the 'queen.tbl' file (available from the -Compatibility page on our website) in either the directory containing the -'queen.1' game data file, in your extrapath, or in the directory where your -ScummVM executable resides. - -Alternatively, you can use the 'compress\_queen' tool from the tools package to -'rebuild' your FOTAQ data file to include the table for that specific version, -and thus removing the run-time dependency on the 'queen.tbl' file. -This tool also allows you to compress the speech and sound effects with MP3, -OGG or FLAC. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-simon.tex b/doc/games-simon.tex deleted file mode 100644 index 9cb4bafb62..0000000000 --- a/doc/games-simon.tex +++ /dev/null @@ -1,11 +0,0 @@ -\subsection{Simon the Sorcerer 1 and 2 notes} - -If you have the dual version of Simon the Sorcerer 1 or 2 on CD, you will -find the Windows version in the main directory of the CD and the DOS version -in the DOS directory of the CD. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games-sword.tex b/doc/games-sword.tex deleted file mode 100644 index 22be33857f..0000000000 --- a/doc/games-sword.tex +++ /dev/null @@ -1,60 +0,0 @@ -\subsection{Broken Sword notes} - -Broken Sword 1 and 2 both come with in-game cutscenes compressed using -RAD Game Tools legacy Smacker(tm) format. As RAD is unwilling to open -the older legacy versions of this format to us, and have requested we not -reverse engineer it, Revolution Software has kindly allowed us to provide -re-encoded Broken Sword cutscenes for download on our website: - - \url{http://www.scummvm.org/downloads.php} - -These cutscenes are provided in MPEG2 format with OGG Vorbis audio. -Viewing these cutscenes thus requires a version of ScummVM compiled -with both libmpeg2 (preferably 0.4.0 or greater) and libVorbis support. - -The cutscenes should be placed in the main game data directory. Note that -currently this requires either copying the game to hard disk or reburning -customised versions of the game CDs. - -The instructions for the Broken Sword games are for the Sold-Out Software -versions, which are the ones you are probably most likely to find in stores -now. - - -\subsubsection{Broken Sword 1} - -For this game, you'll need all of the files from the clusters directories on -both CDs. You will also need the speech.clu files from the speech directories, -but since they are not identical you'll need to rename them speech1.clu and -speech2.clu for CD 1 and 2 respectively. - -In addition, you will need a music subdirectory with all of the files from the -music subdirectories on both CDs. Some of these files appear on both CDs, but -in these cases they are either identical or, in one case, so nearly identical -that it makes little difference. - -ScummVM does not support the original cutscene files, so there is no need to -copy them. - - -\subsubsection{Broken Sword 2} - -For this game, you'll need all of the files from the clusters directories on -both CDs. (Actually, a few of them may not be strictly necessary, but the ones -that I'm uncertain about are all fairly small.) You will need to rename the -speech.clu and music.clu files speech1.clu, speech2.clu, music1.clu and -music2.clu so that ScummVM can tell which ones are from CD 1 and which ones are -from CD 2. Any other files that appear in both cluster directories are -identical. Use whichever you like. - -In addition, you will need the cd.inf and, optionally, startup.inf files from -the sword2 directory on CD 1. - -ScummVM does not support the original cutscene files, so there is no need to -copy them. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/games.tex b/doc/games.tex deleted file mode 100644 index 6b0a6363a4..0000000000 --- a/doc/games.tex +++ /dev/null @@ -1,135 +0,0 @@ -\section{Supported Games} - -At the moment the following games have been reported to work, and should -be playable to the end: - -\begin{itemize} -\item SCUMM Games by LucasArts:\\ - \begin {tabular} [h] {ll} - Maniac Mansion& [maniac]\\ - Zak McKracken and the Alien Mindbenders& [zak]\\ - Indiana Jones and the Last Crusade& [indy3]\\ - Loom& [loom]\\ - The Secret of Monkey Island& [monkey]\\ - Monkey Island 2: LeChuck's Revenge& [monkey2]\\ - Indiana Jones and the Fate of Atlantis& [atlantis]\\ - Day of the Tentacle& [tentacle]\\ - Sam \& Max Hit the Road& [samnmax]\\ - Full Throttle& [ft]\\ - The Dig& [dig]\\ - The Curse of Monkey Island& [comi]\\ - \end{tabular} -\item Other Games:\\ - \begin{tabular}[h]{ll} - Beneath a Steel Sky& [sky]\\ - Broken Sword 1: The Shadow of the Templars& [sword1]\\ - Broken Sword 2: The Smoking Mirror& [sword2]\\ - Flight of the Amazon Queen& [queen]\\ - Gobliiins& [gob1]\\ - Gobliins 2& [gob2]\\ - Inherit the Earth: Quest for the Orb& [ite]\\ - Simon the Sorcerer 1& [simon1]\\ - Simon the Sorcerer 2& [simon2]\\ - Simon the Sorcerer's Puzzle Pack - - Demon In My Pocket& [dimp]\\ - Simon the Sorcerer's Puzzle Pack - - Jumble& [jumble]\\ - Simon the Sorcerer's Puzzle Pack - - NoPatience& [puzzle]\\ - Simon the Sorcerer's Puzzle Pack - - Swampy Adventures& [swampy]\\ - The Feeble Files& [feeble]\\ - The Legend of Kyrandia& [kyra1]\\ - \end{tabular} -\item SCUMM Games by Humongous Entertainment:\\ - \begin{tabular}[h]{ll} - Backyard Football& [football]\\ - Big Thinkers First Grade& [thinker1]\\ - Big Thinkers Kindergarten& [thinkerk]\\ - Fatty Bear's Birthday Surprise& [fbear]\\ - Fatty Bear's Fun Pack& [fbpack]\\ - Freddi Fish 1: The Case of the Missing - Kelp Seeds& [freddi]\\ - Freddi Fish 2: The Case of the Haunted - Schoolhouse& [freddi2]\\ - Freddi Fish 3: The Case of the Stolen - Conch Shell& [freddi3]\\ - Freddi Fish 4: The Case of the Hogfish - Rustlers of Briny Gulch& [freddi4]\\ - Freddi Fish and Luther's Maze Madness& [maze]\\ - Freddi Fish and Luther's Water Worries& [water]\\ - Let's Explore the Airport with Buzzy& [airport]\\ - Let's Explore the Farm with Buzzy& [farm]\\ - Let's Explore the Jungle with Buzzy& [jungle]\\ - Pajama Sam 1: No Need to Hide When It's - Dark Outside& [pajama]\\ - Pajama Sam 2: Thunder and Lightning - Aren't so Frightening& [pajama2]\\ - Pajama Sam 3: You Are What You Eat - From Your Head to Your Feet& [pajama3]\\ - Pajama Sam's Lost \& Found& [lost]\\ - Pajama Sam's Sock Works& [socks]\\ - Putt-Putt Enters the Race& [puttrace]\\ - Putt-Putt Goes to the Moon& [puttmoon]\\ - Putt-Putt Joins the Circus& [puttcircus]\\ - Putt-Putt Joins the Parade& [puttputt]\\ - Putt-Putt Saves the Zoo& [puttzoo]\\ - Putt-Putt Travels Through Time& [putttime]\\ - Putt-Putt and Pep's Balloon-O-Rama& [balloon]\\ - Putt-Putt and Pep's Dog on a Stick& [dog]\\ - Putt-Putt \& Fatty Bear's Activity Pack& [activity]\\ - Putt-Putt's Fun Pack& [funpack]\\ - SPY Fox 1: Dry Cereal& [spyfox]\\ - SPY Fox 2: Some Assembly Required& [spyfox2]\\ - SPY Fox in Cheese Chase& [chase]\\ - SPY Fox in Hold the Mustard& [mustard]\\ - \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 -the latest updates on game compatibility, visit our web site and view the -compatibility chart. - - \begin{tabular}{ll} - Backyard Baseball& [baseball]\\ - Backyard Soccer& [soccer]\\ - Blue's ABC Time& [BluesABCTime]\\ - Blue's Birthday Adventure& [BluesBirthday]\\ - SPY Fox 3: Operation Ozone& [spyozon]\\ - \end{tabular} - -The following games are SCUMM engine, but NOT supported by ScummVM (yet): - - \begin{tabular}{ll} - Other Humongous Entertainment titles\\ - \end{tabular} - -Please be aware that the engine may contain bugs and unimplemented features -that sometimes make it impossible to finish the game. Save often, and please -file a bug report (instructions on submitting bug reports are above) if you -encounter such a bug in a 'supported' game. - -\end{itemize} - - -\input {games-copyprot.tex} -\input {games-c64.tex} -\input {games-mmnes.tex} -\input {games-mac.tex} -\input {games-multicd.tex} -\input {games-comi.tex} -\input {games-sword.tex} -\input {games-bass.tex} -\input {games-queen.tex} -\input {games-gob.tex} -\input {games-ite.tex} -\input {games-simon.tex} -\input {games-feeble.tex} -\input {games-kyra.tex} -\input {games-problems.tex} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/platforms.tex b/doc/platforms.tex deleted file mode 100644 index 0b5781016f..0000000000 --- a/doc/platforms.tex +++ /dev/null @@ -1,57 +0,0 @@ -\section{Supported Platforms} - -ScummVM has been ported to run on many platforms and operating systems. -Links to these ports can be found either on the ScummVM web page or by a -Google search. Many thanks to the effort of porters. If you have a port of -ScummVM and wish to commit it into the main SVN, feel free to contact us! - -Supported platforms include (but are not limited to): - -\begin{tabular}{ll} -UNIX &(Linux, Solaris, IRIX, *BSD)\\ -Windows \\ -Windows Mobile &(iPAQ and other handheld devices)\\ -Mac OS X \\ -AmigaOS \\ -BeOS \\ -Dreamcast \\ -PalmOS \\ -Playstation 2 \\ -Playstation Portable\\ -RISC OS \\ -Symbian \\ -\end{tabular} - -The Dreamcast port does not support The Curse of Monkey Island, nor The Dig. -The PalmOS port does not support The Curse of Monkey Island, Beneath a Steel -Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some -Palm devices (those with a large dynamic heap). - -In the Macintosh port, the right mouse button is emulated via Cmd-Click (that -is, you click the mouse button while holding the Command/Apple/Propeller key). - -For the following platforms, custom backends were supported at one point -but currently are not being maintained (usually due to lack of a qualified -maintainer). In some cases (e.g. Linux), the standard SDL support works -instead. - -\begin{tabular}{ll} -Linux &(includes iPAQs running Linux)\\ -MorphOS\\ -GP32 \\ -\end{tabular} - -We have reports about unofficial ports to the following platforms. Please -note that these are not made by us, so we neither endorse nor support them. -Use at your own risk! - -\begin{tabular}{ll} -Nintendo DS\\ -Xbox \\ -\end{tabular} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/readme.tex b/doc/readme.tex deleted file mode 100644 index 9185ad3a48..0000000000 --- a/doc/readme.tex +++ /dev/null @@ -1,66 +0,0 @@ -\documentclass [a4paper]{article} -%\author {The ScummVM Team} -\title {ScummVM ReadMe} - -\usepackage{hyperref} -\usepackage{times} -\usepackage{fancyhdr} -\usepackage[latin1] {inputenc} - - % mods for 10pt taken from the 'a4wide' style - % for a better page-usage - \oddsidemargin 0.15 in % Left margin on odd-numbered pages. - \evensidemargin 0.35 in % Left margin on even-numbered pages. - \marginparwidth 1 in % Width of marginal notes. - \oddsidemargin 0.25 in % Note that \oddsidemargin = \evensidemargin - \evensidemargin 0.25 in - \marginparwidth 0.75 in - \textwidth 5.875 in % Width of text line. - -\addtolength{\textheight}{\topmargin} -\addtolength{\textheight}{\footskip} -\addtolength{\textheight}{2cm} -\setlength{\topmargin}{-1cm} -\setlength{\footskip}{0cm} -%\setlength{\headheight}{0cm} - -\setlength{\parindent}{0mm} - -\setlength{\parskip}{1.5ex plus0.5ex minus0.5ex} - -\date{2006/06/07} -\author{The ScummVM Team} - -\begin{document} -% -\pagestyle{empty} -\fancyhf{} -\fancyhead[L]{ScummVM ReadMe} -\fancyhead[R]{\thepage} -\renewcommand{\headrulewidth} {1pt} -% -\maketitle -%\newpage -%\thispagestyle {empty} -\tableofcontents -% -\newpage -\pagestyle{fancy} -\input{about.tex} -\input{contact.tex} -\input{games.tex} -\input{platforms.tex} -\input{running.tex} -\input{saves.tex} -\input{audio.tex} -\input{config.tex} -\input{compiling.tex} -\input{credits.tex} - -\end{document} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/running-graphics-filters.tex b/doc/running-graphics-filters.tex deleted file mode 100644 index 08de7cc9a9..0000000000 --- a/doc/running-graphics-filters.tex +++ /dev/null @@ -1,49 +0,0 @@ -\subsection{Graphics filters} \label{sect-gfx-filters} - -ScummVM offers several anti-aliasing filters to attempt to improve visual -quality. These are the same filters used in many other emulators, such as -MAME. These filters take the original game graphics, and scale it by a -certain fixed factor (usually 2x or 3x) before displaying them to you. -So for example, if the game originally run at a resolution of 320x200 -(typical for most of the SCUMM games), then using a filter with scale -factor 2x will effectively yield 640x400 graphics. Likewise with a -3x filter you'll get 960x600. - -They are:\\ -\begin{tabular}[h]{ll} - 1x & No filtering, no scaling. Fastest.\\ - 2x & No filtering, factor 2x (default for non 640x480 games).\\ - 3x & No filtering, factor 3x.\\ - 2xsai & 2xSAI filter, factor 2x.\\ - super2xsai & Enhanced 2xSAI filtering, factor 2x.\\ - supereagle & Less blurry than 2xSAI, but slower. Factor 2x.\\ - advmame2x & Doesn't rely on blurring like 2xSAI, fast. Factor 2x.\\ - advmame3x & Doesn't rely on blurring like 2xSAI, fast. Factor 3x.\\ - hq2x & Very nice high quality filter but slow. Factor 2x.\\ - hq3x & Very nice high quality filter but slow. Factor 3x.\\ - tv2x & Interlace filter, tries to emulate a TV. Factor 2x.\\ - dotmatrix & Dot matrix effect. Factor 2x.\\ -\end{tabular} - -To select a graphics filter, pass its name via the '-g' option to scummvm, -for example: - -\begin{verbatim} - scummvm -gadvmame2x monkey2 -\end{verbatim} -\begin{enumerate} -\item [Note \#1] Not all backends support all or any filters. The ones - listed above are for the default SDL backend. -\item [Note \#2] Filters can be very slow when ScummVM is compiled in a - debug configuration without optimizations. And there is always a - speed impact when using any form of anti-aliasing/linear filtering. -\item [Note \#3] The FM-TOWNS version of Zak McKracken uses an - original resolution of 320x240, hence for this game scalers will - scale to 640x480 or 960x720. -\end{enumerate} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/running-hotkeys.tex b/doc/running-hotkeys.tex deleted file mode 100644 index 7e38b9685b..0000000000 --- a/doc/running-hotkeys.tex +++ /dev/null @@ -1,121 +0,0 @@ -\subsection{Hot Keys} - -ScummVM supports various in game hotkeys. They differ between SCUMM games and -other games. - -\begin{itemize} -\item Common:\\ - \begin{tabular}{ll} - Cmd-q & Quit (Mac OS X)\\ - Ctrl-q & Quit (other unices including Linux)\\ - Ctrl-z OR Alt-x & Quit (other platforms)\\ - 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\\ - Alt-Enter & Toggles full screen/windowed\\ - \end{tabular} -\item SCUMM:\\ - \begin{tabular}{ll} - Ctrl 0-9 and Alt 0-9 & Load and save game state\\ - Ctrl-d & Starts the debugger\\ - Ctrl-g & Runs in really REALLY fast mode\\ - Ctrl-t & Switch between 'Speech only',\\ - & 'Speech and Subtitles' and 'Subtitles only'\\ - Tilde \verb#~# & 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\\ - Alt-F5 & Displays the original save/load box, if the game\\ - & has one. This is not intended for saving or\\ - & loading a game, and may even crash ScummVM in\\ - & some games, but it is currently the only way to\\ - & see your IQ points in Indiana Jones and the Last\\ - & Crusade without dying.\\ - Space & Pauses\\ - Period (.) & Skips current line of text in some games\\ - Enter & Simulate left mouse button press\\ - Tab & Simulate right mouse button press\\ - \end{tabular} -\item Beneath a Steel Sky:\\ - \begin{tabular}{ll} - Ctrl-d & Starts the debugger\\ - 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\\ - \end{tabular} -\item Broken Sword 1:\\ - \begin{tabular}{ll} - F5 or ESC & Displays save/load box\\ - \end{tabular} -\item Broken Sword 2:\\ - \begin{tabular}{ll} - Ctrl-d & Starts the debugger\\ - Ctrl-f & Toggle fast mode\\ - c & Displays the credits\\ - p & Pauses\\ - \end{tabular} -\item Flight of the Amazon Queen:\\ - \begin{tabular}{ll} - Ctrl-d & Starts the debugger\\ - F1 & Displays save/load box\\ - F11 & Quicksave\\ - F12 & Quickload\\ - Escape & Skips cutscenes\\ - Space & Skips current line of text\\ - \end{tabular} -\item Simon the Sorcerer 1 and 2:\\ - \begin{tabular}{ll} - Ctrl 0-9 and Alt 0-9 & Load and save game state\\ - Ctrl-d & Starts the debugger\\ - 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 & Pauses\\ - t & Switch between speech and subtitles\\ - v & Switch between subtitles only and\\ - & combined speech and subtitles\\ - & (Simon the Sorcerer 2 only)\\ - \end{tabular} -\item The Feeble Files:\\ - \begin{tabular}{ll} - Ctrl-d & Starts the debugger\\ - F7 & Switch characters\\ - F9 & Hitbox names on/off\\ - s & Sound effects on/off\\ - b & Background sounds on/off\\ - p & Pauses\\ - t & Switch between speech and subtitles\\ - v & Switch between subtitles only and\\ - & combined speech and subtitles\\ - \end{tabular} -\item The Legend of Kyrandia:\\ - \begin{tabular}{ll} - Ctrl 0-9 and Alt 0-9 & Load and save game state\\ - Ctrl-d & Starts the debugger\\ - \end{tabular} -\end{itemize} - -Note that using ctrl-f and ctrl-g are not recommended: games can crash when -being run faster than their normal speed, as scripts will lose synchronisation. - -Ctrl-f is not supported by the Broken Sword games. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/running-language.tex b/doc/running-language.tex deleted file mode 100644 index ad42e379f9..0000000000 --- a/doc/running-language.tex +++ /dev/null @@ -1,72 +0,0 @@ -\subsection{Language options} \label{sect-languages} - -ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig, -The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword 1 and -Simon the Sorcerer 1 and 2. - -\begin{itemize} -\item Maniac Mansion and Zak McKracken: - \begin{itemize} - \item en - English (default) - \item de - German - \item fr - French - \item it - Italian - \item es - Spanish - \end{itemize} -\item The Dig - \begin{itemize} - \item jp - Japanese - \item zh - Chinese - \item kr - Korean - \end{itemize} -\item The Curse of Monkey Island - \begin{itemize} - \item en - English (default) - \item de - German - \item fr - French - \item it - Italian - \item pt - Portuguese - \item es - Spanish - \item jp - Japanese - \item zh - Chinese - \item kr - Korean - \end{itemize} -\item Beneath a Steel Sky - \begin{itemize} - \item gb - English (Great Britain) (default) - \item en - English (USA) - \item de - German - \item fr - French - \item it - Italian - \item pt - Portuguese - \item es - Spanish - \item se - Swedish - \end{itemize} -\item Broken Sword 1 - \begin{itemize} - \item en - English (default) - \item de - German - \item fr - French - \item it - Italian - \item es - Spanish - \item pt - Portuguese - \item cz - Czech - \end{itemize} -\item Simon the Sorcerer 1 and 2 - \begin{itemize} - \item en - English (default) - \item de - German - \item fr - French - \item it - Italian - \item es - Spanish - \item hb - Hebrew - \item pl - Polish - \item ru - Russian - \end{itemize} -\end{itemize} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/running-options.tex b/doc/running-options.tex deleted file mode 100644 index ecf4181692..0000000000 --- a/doc/running-options.tex +++ /dev/null @@ -1,99 +0,0 @@ -\subsection{Command Line Options} - -Usage: scummvm [OPTIONS]... [GAME]\\ -\begin{tabular}{ll} - [GAME] &Short name of game to load. For example, 'monkey'\\ - &for Monkey Island. This can be either a built-in\\ - &gameid, or a user configured target.\\ -\\ - -v, --version &Display ScummVM version information and exit\\ - -h, --help &Display a brief help text and exit\\ - -z, --list-games &Display list of supported games and exit\\ - -t, --list-targets &Display list of configured targets and exit\\ -\\ - -c, --config=CONFIG &Use alternate configuration file\\ - -p, --path=PATH &Path to where the game is installed\\ - -x, --save-slot[=NUM] &Savegame slot to load (default: autosave)\\ - -f, --fullscreen &Force full-screen mode\\ - -F, --no-fullscreen &Force windowed mode\\ - -g, --gfx-mode=MODE &Select graphics scaler (see also section \ref{sect-gfx-filters})\\ - --gui-theme=THEME &Select GUI theme (default, modern, classic)\\ - --themepath=PATH &Path to where GUI themes are stored\\ - -e, --music-driver=MODE &Select music driver (see also section \ref{sect-music-and-sound})\\ - -q, --language=LANG &Select language (see also section \ref{sect-languages})\\ - -m, --music-volume=NUM &Set the music volume, 0-255 (default: 192)\\ - -s, --sfx-volume=NUM &Set the sfx volume, 0-255 (default: 192)\\ - -r, --speech-volume=NUM &Set the voice volume, 0-255 (default: 192)\\ - --midi-gain &Set the gain for MIDI playback, 0-1000 (default: 100)\\ - &(only supported by some MIDI drivers)\\ - -n, --subtitles &Enable subtitles (use with games that have voice)\\ - -b, --boot-param=NUM &Pass number to the boot script (boot param)\\ - -d, --debuglevel=NUM &Set debug verbosity level\\ - -u, --dump-scripts &Enable script dumping if a directory called\\ - &'dumps' exists in the current directory\\ -\\ - --cdrom=NUM &CD drive to play CD audio from\\ - &(default: 0 = first drive)\\ - --joystick[=NUM] &Enable input with joystick (default: 0 = first\\ - &joystick)\\ - --platform=WORD &Specify version of game (allowed values: 3do, acorn,\\ - &amiga, atari, c64, fmtowns, mac, nes, pc, segacd,\\ - &windows)\\ - --savepath=PATH &Path to where savegames are stored\\ - --multi-midi &Enable combination of Adlib and native MIDI\\ - --soundfont &Select the SoundFont for MIDI playback. (Only\\ - &supported by some MIDI drivers.)\\ - --native-mt32 &True Roland MT-32 (disable GM emulation)\\ - --enable-gs &Enable Roland GS mode for MIDI playback\\ - --output-rate=RATE &Select output sample rate in Hz (e.g. 22050)\\ - --aspect-ratio &Enable aspect ratio correction\\ - --render-mode=MODE &Enable additional render modes (cga, ega, hercGreen,\\ - &hercAmber, amiga)\\ -\\ - --alt-intro &Use alternative intro for CD versions of Beneath a\\ - &Steel Sky and Flight of the Amazon Queen\\ - --copy-protection &Enable copy protection in games, when\\ - &ScummVM disables it by default.\\ - --demo-mode &Start demo mode of Maniac Mansion (Classic version)\\ - --tempo=NUM &Set music tempo (in percent, 50-200) for SCUMM\\ - &games (default: 100)\\ - --talkspeed=NUM &Set talk speed for games\\ -\end{tabular} - -The meaning of most long options can be inverted by prefixing them with "no-", -e.g. --no-aspect-ratio. This is useful if you want to override a setting in the -configuration file. - -The short game name ('game target') you see at the end of the command -line is very important. A short list is contained at the top of this -file. You can also get the current list of games and game names at: - - \url{http://www.scummvm.org/compatibility_stable.php} - -Examples: -\begin{itemize} -\item Win32:\\ -Running Monkey Island, fullscreen, from a hard disk: -\begin{verbatim} -C:\Games\scummvm.exe -f -pC:\Games\monkey\ monkey -\end{verbatim} - Running Full Throttle from CD, fullscreen and with subtitles enabled: -\begin{verbatim} -C:\Games\scummvm.exe -f -n -pD:\resource\ ft -\end{verbatim} - \item Unix:\\ - Running Monkey Island, fullscreen, from a hard disk: -\begin{verbatim} -/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey -\end{verbatim} - Running Full Throttle from CD, fullscreen and with subtitles enabled: -\begin{verbatim} -/path/to/scummvm -f -n -p/cdrom/resource/ ft -\end{verbatim} -\end{itemize} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/running.tex b/doc/running.tex deleted file mode 100644 index b424d50890..0000000000 --- a/doc/running.tex +++ /dev/null @@ -1,31 +0,0 @@ -\section{Running ScummVM} - -Before you run the engine, you need to put the game's data files in a -directory. The filenames must not be in mixed case on *nix systems -(for example, these are valid names: "monkey2.000", "MONKEY2.000", while -this is a bad one: "Monkey2.000"). If you use a game with speech, the file -monster.sou must reside in the same directory as the data files. - -Please note that by default, ScummVM will save games in the directory -it is executed from, so you should refrain from running it from more than -one location. Further information, including how to specify a specific save -directory to avoid this issue, are in section 6.0. - -ScummVM can be launched directly by running the executable. In this case, -the built-in launcher will activate. From this, you can add games (click -'Add Game'), or launch games which have already been configured. - -ScummVM can also be launched into a game directly using Command Line -arguments -- see the next section. - - -\input {running-options.tex} -\input {running-language.tex} -\input {running-graphics-filters.tex} -\input {running-hotkeys.tex} - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: diff --git a/doc/saves.tex b/doc/saves.tex deleted file mode 100644 index 1953f1069a..0000000000 --- a/doc/saves.tex +++ /dev/null @@ -1,40 +0,0 @@ -\section{Savegames} - -Savegames are by default put in the current directory on some platforms and -preset directories on others. You can specify the save in the config file by -setting the savepath parameter. See the example config file later in this -readme. - -The platforms that currently have a different default directory are: -% -\begin{itemize} -\item Mac OS X: \verb#$HOME/Documents/ScummVM Savegames/# -\item Other unices: \verb#$HOME/.scummvm/# -\end{itemize} -% -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: -\begin{verbatim} - export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/ -\end{verbatim} -Windows example: -\begin{verbatim} - set SCUMMVM_SAVEPATH=C:\saved_games\ -\end{verbatim} - - -\subsection{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, nor with Broken Sword 1 and 2. - - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme.tex" -%%% End: |