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-rw-r--r-- | README | 113 |
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@@ -1,5 +1,5 @@ ScummVM README -Last updated: 2003-03-07 +Last updated: 2003-03-17 Release version: 0.3.2cvs ------------------------------------------------------------------------ @@ -81,14 +81,59 @@ ScummVM and wish to commit it into the main CVS, feel free to contact us! Windows - SDL Windows CE - SDL (iPaq and other handheld devices) - Unix - SDL/X11 (includes iPaq devices running Linux) + Linux - X11 & OSS audio (includes iPaqs running Linux) Mac OS X - SDL AmigaOS - SDL/AGA - MorphOS - SDL + MorphOS - custom backend BeOS - SDL Acorn (RiscOS) - ??? - Dreamcast - ??? - UNIX - SDL (SDL may work on Solaris, IRIX, *BSD) + Dreamcast - custom backend + GP32 - custom backend + UNIX - SDL (Linux, Solaris, IRIX, *BSD) + + +Known Problems in ScummVM 0.4.0: +-------------------------------- +This release has the following known problems. There is no need to report them, +although patches to fix them are welcome. If you discover a bug that is not +listed here, nor in the compatibility table on the web site, please see +the section on Reporting Bugs. + + Simon The Sorcerer: + - No inventory scrolling arrows shown in simon1dos and simon1talkie, + can still move around inventory though. + - simon1dos freezes briefly after Swampling leaves his house and + when talking to demons in Sordid's Tower + - Some minor graphical glitches + + Simon The Sorcerer II: + - No music in simon2dos and simon2talkie + - Some music is missing or wrong in simon2win + - Some graphical glitches + + Indy 3 (The Last Crusade): + - Music and Sound may not play + - In some rooms Indy may be able to walk to odd places + - There are some minor graphical glitches + + Indy 4 (Fate Of Atlantis): + - Keyboard fighting does not work. ScummVM now defaults to + using mouse fighting. + + Sam and Max: + - Highway subgame does not behave correctly. + + Zak McKracken Fm Towns: + - The Fm Towns 256 color version of Zak McKracken is rare, + And as the ScummVM team does not encourage piracy in any + way, we do not know where to buy or download a copy of this + game. Petition LucasArts to re-release it :) + + All CD games: + - If you are experiencing random crashes, and your game + plays music from CD, you have encountered a Windows bug. + Try copying the data files from CD to your hard disk, and + running them from there. Simon the Sorcerer 1 and 2 games note @@ -106,10 +151,10 @@ If you have the dual version of Simon the Sorcerer 1 or 2 on CD, then you will find the Windows version in the main directory of CD and the DOS Talkie version in the DOS directory of the CD. -The filenames of saved games for Simon the Sorcerer 1 & 2 were changed too: +The filenames of saved games for Simon the Sorcerer 1 & 2 were changed in 0.3.0 to: Simon the Sorcerer 1 uses simon1.00x (Where x is the slot number) Simon the Sorcerer 2 uses simon2.00x (Where x is the slot number) -So if you have any old save games you will need to change their filenames to use them +So if you have any pre 0.3.0 save games you will need to change their filenames to use them Reporting Bugs: @@ -165,9 +210,6 @@ messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml). * Enter the path to the SDL include files in Tools|Options|Directories * Now it should compile successfully. - BeOS: - * Open the 'scummvm.proj' file in BeIDE. Compile as normal. - PocketPC - Windows CE: * Download the SDLAudio library: http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip @@ -201,8 +243,8 @@ messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml). Running: -------- 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 +directory. The filenames must not be in mixed case on *nix systems +(ie monkey2.000 or MONKEY2.000). If you use a game with speech, the file monster.sou must reside in the same directory as the datafiles. For example, to run a copy of Monkey Island installed in C:\Games\LucasArts @@ -243,24 +285,26 @@ Command Line Options: [GAME] - Short name of game to load. For example, 'monkey' for Monkey Island. -p<path> - Path to where the game is installed. Default is Cwd. + -x[<num>] - Save game slot to load (default: autosave) + -f - Full-screen mode. + -g<mode> - Select graphics scaler. See below. + -e<mode> - Select sound engine. See below. + -a - Enable amiga pal conversion, for playing Amiga versions -q<lang> - Select language. See below. - -b<num> - Start in room <num>. -c<num> - Drive to play cd audio from. E.g., 0 is first drive. + -m<num> - Set the music volume, 0-255. Default is '192' -o<num> - Set the master volume, 0-255. Default is '192' -s<num> - Set the sfx volume, 0-255. Default is '192' - -m<num> - Set the music volume, 0-255. Default is '192' -t<num> - Set music tempo. Adlib default: 0x1D9000, Midi: 0x4A0000 - -e<mode> - Select sound engine. See below. - -g<mode> - Select graphics scaler. See below. - -f - Full-screen mode. -n - Disable subtitles. Use with games that have voice. -y - Set talk speed ('yak option'). Default is '60' - -a - Enable amiga pal conversion, for playing Amiga versions - -d[<num>] - Set debug verbosity to <num> - -w[<file>] - Write configuration file -l<file> - Load alternate configuration file - -x[<num>] - Save game slot to load (default: autosave) + -w[<file>] - Write configuration file + -v - Show version information and exit -z - Display list of games + -b<num> - Start in room <num>. + -d[<num>] - Set debug verbosity to <num> + -u - Dump scripts if a directory called 'dumps' exists in current directory Hot Keys: @@ -272,7 +316,7 @@ simon games. Ctrl-z OR Alt-x - quit Keyboard Arrow Keys - simulate mouse movement Ctrl-f - runs in fast mode. - Ctrl-Alt 1-8 - Switch between graphics filters + Ctrl-Alt 1-9 - Switch between graphics filters Ctrl-Alt 1 - Switch beetwen bilinear and non-linear filtering [OpenGL backend] Ctrl-Alt 2 - Don't fit the game in the whole screen (black borders) [OpenGL backend] Ctrl-Alt 3 - Fit the game in the whole screen (no black borders) [OpenGL backend] @@ -282,6 +326,7 @@ simon games. Ctrl 0-9 and Alt 0-9 - load and save game state Ctrl-g - runs in really REALLY fast mode. Ctrl-d - starts the debugger. + Tilde (~) - Show/hide the debugging console Ctrl-s - shows memory consumption. [ and ] - music volume, down/up - and + - text speed, slower/faster @@ -322,7 +367,8 @@ Graphics 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. +MAME. +Note: the resolutions listed assume the game was originally 320x200 They are: normal - No filtering, original 320x200 resolution. Fastest. @@ -333,6 +379,7 @@ They are: supereagle - Less blurry than 2xsai, but slower. Also 640x400 advmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI. tv2x - 640x400 scaling. Horizontal scanlines. + dotmatrix - 640x400 scaling. Dot matrix effect. To select a graphics filter, pass its name via the '-g' option to scummvm, for example: @@ -440,7 +487,7 @@ set the environment variable "SCUMMVM_PORT" to your sequencer port - e.g. 65:0 Here is a little howto on how to use the ALSA sequencer with your soundcard. In all cases, to have a list of all the sequencer ports you have, try the -command "aconnect -o -l". On my system it gives me the output: +command "aconnect -o -l". This should give output similar to: client 64: 'External MIDI 0' [type=kernel] 0 'MIDI 0-0 ' client 65: 'Emu10k1 WaveTable' [type=kernel] @@ -452,17 +499,17 @@ client 128: 'Client-128' [type=user] 0 'TiMidity port 0 ' 1 'TiMidity port 1 ' -It means the external MIDI output of my sound card is located on the -port 64:0, that I've got four WaveTable MIDI outputs in 65:0, 65:1, 65:2 -and 65:3, and that I've got two TiMidity ports, located at 128:0 and 128:1. +This means the external MIDI output of the sound card is located on the +port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2 +and 65:3, and two TiMidity ports, located at 128:0 and 128:1. If you have a FM-chip on your card, like the SB16, then you have to load the soundfonts using the sbiload software. Example: sbiload -p 65:0 /etc/std.o3 /etc/drums.o3 If you have a WaveTable capable sound card, you have to load a sbk or sf2 -soundfont using the sfxload software. If you manage to do so, please mail -me since I managed to get it working only once, and never again. +soundfont using the sfxload software. Example: + sfxload /path/to/8mbgmsfx.sf2 If you don't have a MIDI capable soundcard, or if you want to take advantage of your TiMidity samples, then you can ask TiMidity to become an ALSA sequencer @@ -594,7 +641,7 @@ Credits: Developers: Torbjorn Andersson - Many different contributions Nicolas Bacca - PocketPC/WinCE port - Ralph Brorsen - Helped write the new GUI + Ralph Brorsen - Helped write the new GUI (retired) Jamieson Christian - Lots of work on iMuse/MIDI Marcus Comstedt - Dreamcast port Jonathan Gray - Expert weaver in the Loom @@ -602,7 +649,7 @@ Credits: Travis Howell - Daily Win32 builds, Simon The Sorcerer work Felix Jakschitsch - His hard work on Zak256 Oliver Kiehl - Simon The Sorcerer work - Pawel Kolodziejski - Added missing Dig SMUSH codecs, iMuse work + Pawel Kolodziejski - Added missing Dig/COMI SMUSH codecs, iMuse work Mutwin Kraus - MacOS Carbon port (retired) Peter Moraliyski - GP32 port Nicolas Noble - Config file and ALSA support @@ -614,10 +661,10 @@ Credits: Kovacs Endre Janos - Several fixes for Simon1 Jeroen Janssen - Numerous readability and bugfix patches Claudio Matsuoka - Daily Linux/BeOS builds (http://scummvm.sf.net/daily/) - Gregory Montoir - AdvanceMAME Scale-2X and TV 2x implementation + Gregory Montoir - AdvanceMAME Scale-2X, TV 2x and Dot Matrix implementation Mikesch Nepomuk - MI1 VGA Floppy patches. Edward Rudd - Fixes for playing MP3 versions of MI1/Loom Audio - Daniel Schepler - Final MI1 CD music support + Daniel Schepler - Final MI1 CD music support/ Initial Ogg Vorbis support Andre Souza - SDL-based OpenGL renderer Tim 'realmz' - Initial MI1 CD music support |