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-rw-r--r--README2209
1 files changed, 1139 insertions, 1070 deletions
diff --git a/README b/README
index f3e42bf41e..729a273052 100644
--- a/README
+++ b/README
@@ -11,7 +11,9 @@ at: http://www.scummvm.org/
Table of Contents:
------------------
-1.0) About
+1.0) Introduction
+ * 1.1 About ScummVM
+ * 1.2 Quick start
2.0) Contact
* 2.1 Reporting Bugs
3.0) Supported Games
@@ -59,13 +61,16 @@ Table of Contents:
9.0) Compiling
-1.0) About:
----- ------
+1.0) Introduction:
+---- -------------
+
+1.1) About ScummVM:
+---- --------------
ScummVM is a program which allows you to run certain classic graphical
point-and-click adventure games, provided you already have their data
-files. The clever part about this: ScummVM just replaces the
-executables shipped with the game, allowing you to play them on
-systems for which they were never designed!
+files. The clever part about this: ScummVM just replaces the executables
+shipped with the game, allowing you to play them on systems for which
+they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon
the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1
@@ -73,30 +78,63 @@ and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the
Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of
Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility
for Maniac Mansion) system such as Monkey Island, Day of the Tentacle,
-Sam and Max and more. You can find a thorough list with details on
-which games are supported and how well on the compatibility
-page. ScummVM is continually improving, so check back often.
+Sam and Max and more. You can find a thorough list with details on which
+games are supported and how well on the compatibility page. ScummVM is
+continually improving, so check back often.
-Among the systems on which you can play those games are Windows,
-Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2,
-PSP, PS2, SymbianOS/EPOC, iPhone and many more.
+Among the systems on which you can play those games are Windows, Linux,
+Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2,
+SymbianOS/EPOC, iPhone and many more.
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.
+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!
+ScummVM homepage. This will help us buy utilities needed to develop
+ScummVM easier and quicker. If you cannot donate, help and contribute a
+patch!
+
+1.2) Quick start:
+---- ------------
+For the impatient among you, here is how to get ScummVM running in five
+simple steps.
+
+1. Download ScummVM from <http://www.scummvm.org/downloads.php> and
+install it.
+
+2. Create a directory on your hard drive and copy the game datafiles
+from the original media to this directory. Repeat this for every game
+you want to play.
+
+3. Start ScummVM, choose 'Add game', select the directory with the game
+datafiles (do not try to select the datafiles themselves!) and press
+'Choose'.
+
+4. A dialog should popup allowing you to configure various settings if
+you wish to (it should be just fine to leave everything at its default,
+though). Confirm the dialog.
+
+5. Select the game you want to play in the list, and press 'Start'.
+
+In the future, you should be able to directly skip to step 5, unless you
+want to add more games.
+
+Hint: If you want to add multiple games in one go, try pressing and
+holding the shift key before clicking 'Add game' -- its label will
+change to 'Mass Add' and if you press it, you are again asked to select
+a directory, only this time ScummVM will search through all
+subdirectoriess for supported games.
2.0) Contact:
---- --------
The easiest way to contact the ScummVM team is by submitting bug reports
(see section 2.1) or by using our forums at http://forums.scummvm.org .
-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.
+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.
2.1) Reporting Bugs:
@@ -250,8 +288,8 @@ SCUMM Games by Humongous Entertainment:
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.
+If you want the latest updates on game compatibility, visit our web site
+and view the compatibility chart.
Backyard Baseball [baseball]
Backyard Soccer [soccer]
@@ -263,24 +301,24 @@ by ScummVM (yet):
Other Humongous Entertainment games
-Please be aware that the engines 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.
+Please be aware that the engines 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.
3.1) Copy Protection:
---- ----------------
-The ScummVM team does not condone piracy. However, there are cases
-where the game companies (such as LucasArts) themselves bundled
-'cracked' executables with their games -- in these cases the data
-files still contain the copy protection scripts, but the interpreter
-bypasses them (similar to what an illegally cracked version might do,
-only that here the producer of the game did it). There is no way for
-us to tell the difference between legitimate and pirated data files,
-so for the games where we know that a cracked version of the original
-interpreter was sold at some point, ScummVM will always have to bypass
-the copy protection.
+The ScummVM team does not condone piracy. However, there are cases where
+the game companies (such as LucasArts) themselves bundled 'cracked'
+executables with their games -- in these cases the data files still
+contain the copy protection scripts, but the interpreter bypasses them
+(similar to what an illegally cracked version might do, only that here
+the producer of the game did it). There is no way for us to tell the
+difference between legitimate and pirated data files, so for the games
+where we know that a cracked version of the original interpreter was
+sold at some point, 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.
@@ -306,32 +344,32 @@ ScummVM will skip copy protection in the following games:
3.2) Commodore64 games notes:
---- ------------------------
-Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not
-yet playable. Simply name the D64 disks "maniac1.d64" and
-"maniac2.d64" respectively "zak1.d64" and "zak2.d64", then ScummVM
-should be able to automatically detect the game if you point it at the
-right directory.
+Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
+playable. Simply name the D64 disks "maniac1.d64" and "maniac2.d64"
+respectively "zak1.d64" and "zak2.d64", then ScummVM should be able to
+automatically detect the game if you point it at the right directory.
Alternatively, you can use 'extract_mm_c64' from the tools package to
extract the data files. But then the game will not be properly
-autodetected by ScummVM, and you must make sure that the platform is
-set to Commodore64. We recommend using the much simpler approach
-described in the previous paragraph.
+autodetected by ScummVM, and you must make sure that the platform is set
+to Commodore64. We recommend using the much simpler approach described
+in the previous paragraph.
3.3) 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.
+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.
+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.
@@ -339,33 +377,38 @@ Most common mistakes which prevents the game from running:
* Bad file
* ROM extracted with the 0.7.0 tools
- * You try to feed ScummVM with the FULL ROM and not just the PRG section.
+ * You try to feed ScummVM with the FULL ROM and not just the PRG
+ section.
-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.
+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.
3.4) 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. The reason for this is
-that the mac uses a special disk format called HFS which other systems usually
-do not support. However, there are various free tools which allow reading such
-HFS volumes. For example "HFVExplorer" for Windows and "hfsutils" for Linux and
-other Unix-like operating systems.
-
-Most of the newer games on the Macintosh shipped with only a single data file
-(note that in some cases this data file was made invisible, so you may need
-extra tools in order to copy it). ScummVM is able to directly use such a data file;
-simply point ScummVM at the directory containing it, and it should work (just like
-with every other supported game).
-
-We also provide a tool called 'extract_scumm_mac' in the tools package to extract the
-data from these data files, but this is neither required nor recommended.
-
-For further information on copying Macintosh game files to your hard disk see:
+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. The
+reason for this is that the mac uses a special disk format called HFS
+which other systems usually do not support. However, there are various
+free tools which allow reading such HFS volumes. For example
+"HFVExplorer" for Windows and "hfsutils" for Linux and other Unix-like
+operating systems.
+
+Most of the newer games on the Macintosh shipped with only a single data
+file (note that in some cases this data file was made invisible, so you
+may need extra tools in order to copy it). ScummVM is able to directly
+use such a data file; simply point ScummVM at the directory containing
+it, and it should work (just like with every other supported game).
+
+We also provide a tool called 'extract_scumm_mac' in the tools package
+to extract the data from these data files, but this is neither required
+nor recommended.
+
+For further information on copying Macintosh game files to your hard
+disk see:
http://wiki.scummvm.org/index.php/HOWTO-Mac_Games
@@ -373,158 +416,166 @@ For further information on copying Macintosh game files to your hard disk see:
3.5) 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 game executables usually installed a small number of files to the hard
-disk. Unless these files can be found on all the CDs, ScummVM will be in trouble.
+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 game executables usually installed 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.
+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.
3.6) The Curse of Monkey Island notes:
---- ---------------------------------
-For this game, you will 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.
+For this game, you will 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 will need to create a "resource" subdirectory containing all
-of the files from -both- "resource" subdirectories on the two CDs. Some of
-the files appear on both CDs, but again they're identical.
+In addition, you will need to create a "resource" subdirectory
+containing all of the files from -both- "resource" subdirectories on the
+two CDs. Some of the files appear on both CDs, but again they're
+identical.
3.7) 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:
+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:
http://www.scummvm.org/downloads.php
-These cutscenes are provided in DXA format with FLAC audio. Their quality
-is equal to the original games due to the use of lossless compression.
-Viewing these cutscenes requires a version of ScummVM compiled with both
-FLAC and zlib support.
+These cutscenes are provided in DXA format with FLAC audio. Their
+quality is equal to the original games due to the use of lossless
+compression. Viewing these cutscenes requires a version of ScummVM
+compiled with both FLAC and zlib support.
-For systems that are too slow to handle the decoding of FLAC audio,
-the audio for these cutscenes is also provided separately as OGG Vorbis audio.
-Viewing these cutscenes with OGG Vorbis audio requires a version of ScummVM
-compiled with both libVorbis and zlib support.
+For systems that are too slow to handle the decoding of FLAC audio, the
+audio for these cutscenes is also provided separately as OGG Vorbis
+audio. Viewing these cutscenes with OGG Vorbis audio requires a version
+of ScummVM compiled with both libVorbis and zlib 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 burning
-customised versions of the game CDs.
+The cutscenes should be placed in the main game data directory. Note
+that currently this requires either copying the game to hard disk or
+burning 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.
+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.
3.7.1) Broken Sword 1:
------ ---------------
-For this game, you will 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 will need to rename them speech1.clu and
-speech2.clu for CD 1 and 2 respectively.
+For this game, you will 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 will 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.
+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.
+ScummVM does not support the original cutscene files, so there is no
+need to copy them.
3.7.2) Broken Sword 2:
------ ---------------
-For this game, you will 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.
+For this game, you will 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, the 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.
+ScummVM does not support the original cutscene files, so there is no
+need to copy them.
3.8) Beneath a Steel Sky notes:
---- --------------------------
-Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file to run
-Beneath a Steel Sky.
+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 'Downloads' 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.
+This file is available on the 'Downloads' 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.
3.9) 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
-'Downloads' 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.
+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 'Downloads' 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.
+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.
3.10) 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.
+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.
3.11) 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 disk. If you're on a PC then consult:
+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 disk. If you're on a PC
+then consult:
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:
+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:
Inherit the Earth.app/Contents/Resources
-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.
+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.
3.12) 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.
+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.
3.13) The Feeble Files notes:
----- -----------------------
-If you have the Windows version of The Feeble Files, there are several things
-to note.
+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 i5comp
-decompression tool, can be found via a search on the internet.
+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 i5comp decompression tool, can be found via a search on the
+internet.
To use the speech files with ScummVM, they need to be renamed as follows:
Rename voices.wav on CD1 to voices1.wav
@@ -535,187 +586,191 @@ Rename voices.wav on CD4 to voices4.wav
3.14) The Legend of Kyrandia notes:
----- -----------------------------
-To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat' file,
-which can be found on the 'Downloads' page of the ScummVM website.
+To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat'
+file, which can be found on the 'Downloads' page of the ScummVM website.
3.15) Sierra AGI games Predictive Input Dialog notes:
----- -----------------------------------------------
-The Predictive Input Dialog is a ScummVM aid for running AGI engines games
-(which notoriously require command line input) on devices with limited keyboard
-support. In these situations since typing with emulated keyboards is quite
-tedious, commands can be entered quickly and easily via the Predictive Input
-Dialog.
-
-In order to enable predictive input in AGI games, you need to copy the pred.dic
-file in the ScummVM extras folder or the folder of the game you wish to play.
-This dictionary has been created by parsing through all known AGI games and
-contains the maximum set of common words.
-
-If the dictionary is detected, the Predictive Input Dialog is displayed either
-when you click on the command line area (wherever keyboard input is required,
-even in dialog boxes), or in some ports by pressing a designated hot key.
+The Predictive Input Dialog is a ScummVM aid for running AGI engines
+games (which notoriously require command line input) on devices with
+limited keyboard support. In these situations since typing with emulated
+keyboards is quite tedious, commands can be entered quickly and easily
+via the Predictive Input Dialog.
+
+In order to enable predictive input in AGI games, you need to copy the
+pred.dic file in the ScummVM extras directory or the directory of the
+game you wish to play. This dictionary has been created by parsing
+through all known AGI games and contains the maximum set of common
+words.
+
+If the dictionary is detected, the Predictive Input Dialog is displayed
+either when you click on the command line area (wherever keyboard input
+is required, even in dialog boxes), or in some ports by pressing a
+designated hot key.
The predictive input dialog operates in three modes, switchable by the
-(*)Pre/123/Abc button. The primary input method is the predictive mode (Pre)
-which resembles the way "fast typing" is performed at phones. The alphabet is
-divided into 9 sets which naturally map to the 9 number keys of the numeric
-keypad (0 is space). To type in a word, you press once the number of the set
-which contains the letter of the word you intend to type, then move on to the
-next. For example, to type the command 'look', you should press 5665. As you
-gradually type the intended word's numeric code, the dictionary is accessed for
-known words matching your input up to that point. As you press more keys, the
-prediction converges to the correct word. This is why the printed word may
-change dramatically between key presses. There exist situations though where
-more than one words share the same numeric representation. For example the
-words 'quit' and 'suit' map to the same number, namely 7848. In these cases the
-(#)next button lights up. By pressing it, you can cycle through the list of
-words sharing the same code and finally accept the correct one by pressing
-(0)space or the Ok button.
-
-The second input method (123) is the numeric input: Each key you press is
-entered verbatim as a number.
-
-The third input method (Abc) is the Multi-tap Alpha input mode. This mode is
-intended for entering free text, without assistance from the dictionary scheme
-of predictive (Pre) mode. The text is entered one letter at the time. For each
-letter first press the number of the set which contains the letter you want,
-then use the (#)next button to cycle through the letters and repeat with
-another number. For example, to enter the word 'look' you must press the
-following: 5##6##6##5#
-
-The dialog is fully usable with the mouse, but a few provisions have been made
-in some ScummVM ports to make its use more comfortable by naturally mapping the
-functionality to the numeric keypad. Also, the dialog's buttons can be
-navigated with the arrow and the enter keys.
+(*)Pre/123/Abc button. The primary input method is the predictive mode
+(Pre) which resembles the way "fast typing" is performed at phones. The
+alphabet is divided into 9 sets which naturally map to the 9 number keys
+of the numeric keypad (0 is space). To type in a word, you press once
+the number of the set which contains the letter of the word you intend
+to type, then move on to the next. For example, to type the command
+'look', you should press 5665. As you gradually type the intended word's
+numeric code, the dictionary is accessed for known words matching your
+input up to that point. As you press more keys, the prediction converges
+to the correct word. This is why the printed word may change
+dramatically between key presses. There exist situations though where
+more than one words share the same numeric representation. For example
+the words 'quit' and 'suit' map to the same number, namely 7848. In
+these cases the (#)next button lights up. By pressing it, you can cycle
+through the list of words sharing the same code and finally accept the
+correct one by pressing (0)space or the Ok button.
+
+The second input method (123) is the numeric input: Each key you press
+is entered verbatim as a number.
+
+The third input method (Abc) is the Multi-tap Alpha input mode. This
+mode is intended for entering free text, without assistance from the
+dictionary scheme of predictive (Pre) mode. The text is entered one
+letter at the time. For each letter first press the number of the set
+which contains the letter you want, then use the (#)next button to cycle
+through the letters and repeat with another number. For example, to
+enter the word 'look' you must press the following: 5##6##6##5#
+
+The dialog is fully usable with the mouse, but a few provisions have
+been made in some ScummVM ports to make its use more comfortable by
+naturally mapping the functionality to the numeric keypad. Also, the
+dialog's buttons can be navigated with the arrow and the enter keys.
3.16) Mickey's Space Adventure notes:
----- -------------------------------
-To run Mickey's Space Adventure under ScummVM, the original executable of the
-game (mickey.exe) is needed together with the game's data files.
+To run Mickey's Space Adventure under ScummVM, the original executable
+of the game (mickey.exe) is needed together with the game's data files.
-There is extensive mouse support for the game under ScummVM, even though there
-wasn't any mouse support in the original game. Menu items can be selected using
-the mouse, and it's possible to move to other locations using the mouse as well.
-When the mouse cursor is hovered on the edges of the screen, it changes color to
-red if it's possible to walk towards that direction. The player can then simply
-click on the edges of the game's screen to change location, similar to many
-adventure games, which is simpler and more straightforward than moving around
-using the menu.
+There is extensive mouse support for the game under ScummVM, even though
+there wasn't any mouse support in the original game. Menu items can be
+selected using the mouse, and it is possible to move to other locations
+using the mouse as well. When the mouse cursor is hovered on the edges
+of the screen, it changes color to red if it is possible to walk towards
+that direction. The player can then simply click on the edges of the
+game's screen to change location, similar to many adventure games, which
+is simpler and more straightforward than moving around using the menu.
3.17) Winnie the Pooh notes:
----- ----------------------
-It's possible to import saved games from the original intepreter of the game in
-ScummVM.
+It is possible to import saved games from the original intepreter of the
+game in ScummVM.
-There is extensive mouse support for the game under ScummVM, even though there
-wasn't any mouse support in the original game. Menu items can be selected using
-the mouse, and it's possible to move to other locations using the mouse as well.
-When the mouse cursor is hovered on the edges of the screen, it changes color to
-red if it's possible to walk towards that direction. The player can then simply
-click on the edges of the game's screen to change location, similar to many
-adventure games, which is simpler and more straightforward than moving around
-using the menu.
+There is extensive mouse support for the game under ScummVM, even though
+there wasn't any mouse support in the original game. Menu items can be
+selected using the mouse, and it is possible to move to other locations
+using the mouse as well. When the mouse cursor is hovered on the edges
+of the screen, it changes color to red if it is possible to walk towards
+that direction. The player can then simply click on the edges of the
+game's screen to change location, similar to many adventure games, which
+is simpler and more straightforward than moving around using the menu.
3.18) Troll's Tale notes:
----- -------------------
-The original game came in a PC booter disk, therefore it's necessary to dump
-the contents of that disk in an image file and name it "troll.img" to be able
-to play the game under ScummVM.
+The original game came in a PC booter disk, therefore it is necessary to
+dump the contents of that disk in an image file and name it "troll.img"
+to be able to play the game under ScummVM.
3.19) 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.
-
- CD Audio Games:
- - 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 hard disk to avoid this.
-
- FM-TOWNS versions:
- - The Kanji versions require the FM-TOWNS Font ROM
- - 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
-
- Loom:
- - Turning off the subtitles via the config file does not work reliably
- as the Loom scripts automatically turn them on again
- - MIDI support in the EGA version requires the Roland update from
- LucasArts
-
- The Secret of Monkey Island:
- - MIDI support in the EGA version requires the Roland update from
- LucasArts
-
- Beneath a Steel Sky:
- - Amiga versions aren't supported
- - Floppy demos aren't supported
- - Not a bug: CD version is missing speech for some dialogs, this is
- normal.
-
- Broken Sword 1:
- - PlayStation 1 version isn't supported
-
- Broken Sword 2:
- - PlayStation 1 version isn't supported
-
- Elvira - Mistress of the Dark
- - No music in the AtariST version
-
- Elvira II - The Jaws of Cerberus
- - No music in the AtariST version
- - No sound effects in the PC version
- - Palette issues in the AtariST version
-
- Inherit the Earth: Quest for the Orb
- - Amiga versions aren't supported
-
- Simon the Sorcerer 1:
- - Subtitles aren't available in the English and German CD versions
- as they are missing the majority of subtitles.
-
- Simon the Sorcerer 2:
- - Combined speech and subtitles will often cause speech to be
- cut off early, this is a limitation of the original game.
- - Only default language (English) of data files is supported
- in Amiga and Macintosh versions.
-
- Simon the Sorcerer's Puzzle Pack:
- - No support for displaying, entering, loading or saving high scores.
- - No support for displaying explanation, when clicking on items in
- Swampy Adventures.
-
- The Feeble Files:
- - Subtitles are often incomplete, they were always disabled in the
- original game.
-
- The Legend of Kyrandia:
- - Amiga versions aren't supported
-
- Waxworks
- - No music in the PC version
-
- Humongous Entertainment games:
- - No support for printing images
+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.
+
+ CD Audio Games:
+ - 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 hard disk to avoid this.
+
+ FM-TOWNS versions:
+ - The Kanji versions require the FM-TOWNS Font ROM
+ - 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
+
+ Loom:
+ - Turning off the subtitles via the config file does not work reliably
+ as the Loom scripts automatically turn them on again
+ - MIDI support in the EGA version requires the Roland update from
+ LucasArts
+
+ The Secret of Monkey Island:
+ - MIDI support in the EGA version requires the Roland update from
+ LucasArts
+
+ Beneath a Steel Sky:
+ - Amiga versions aren't supported
+ - Floppy demos aren't supported
+ - Not a bug: CD version is missing speech for some dialogs, this is
+ normal.
+
+ Broken Sword 1:
+ - PlayStation 1 version isn't supported
+
+ Broken Sword 2:
+ - PlayStation 1 version isn't supported
+
+ Elvira - Mistress of the Dark
+ - No music in the AtariST version
+
+ Elvira II - The Jaws of Cerberus
+ - No music in the AtariST version
+ - No sound effects in the PC version
+ - Palette issues in the AtariST version
+
+ Inherit the Earth: Quest for the Orb
+ - Amiga versions aren't supported
+
+ Simon the Sorcerer 1:
+ - Subtitles aren't available in the English and German CD versions
+ as they are missing the majority of subtitles.
+
+ Simon the Sorcerer 2:
+ - Combined speech and subtitles will often cause speech to be
+ cut off early, this is a limitation of the original game.
+ - Only default language (English) of data files is supported
+ in Amiga and Macintosh versions.
+
+ Simon the Sorcerer's Puzzle Pack:
+ - No support for displaying, entering, loading or saving high scores.
+ - No support for displaying explanation, when clicking on items in
+ Swampy Adventures.
+
+ The Feeble Files:
+ - Subtitles are often incomplete, they were always disabled in the
+ original game.
+
+ The Legend of Kyrandia:
+ - Amiga versions aren't supported
+
+ Waxworks
+ - No music in the PC version
+
+ Humongous Entertainment games:
+ - No support for printing images
4.0) 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!
+Google search. Many thanks to our porters for their efforts. 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):
@@ -735,46 +790,37 @@ Supported platforms include (but are not limited to):
Symbian
Maemo (Nokia Internet tablets 770, N800, N810)
-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.
+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). The
+Nintendo DS port does not support Full Throttle, The Dig, or The Curse
+of Monkey Island.
- Linux (includes iPAQs running Linux)
- MorphOS
- GP32
+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).
-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!
-
- PlayStation 3
- Xbox
- Xbox 360
+There are unofficial ports to a variety of platforms, including the
+PlayStation 3, Xbox, and Xbox 360. Please note that these are not made
+by us, so we neither endorse nor can we support them. Use at your own
+risk!
5.0) Running ScummVM:
---- ----------------
-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. Games can
-also be added in mass quantities. By pressing shift + 'Add Game' (Note that
-the image turns to 'Mass Add'), you can then specify a directory to start in,
-and ScummVM will attempt to detect games in all subdirectories of that
-directory.
+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.
+Games can also be added in mass quantities. By pressing shift + 'Add
+Game' (Note that the image turns to 'Mass Add'), you can then specify a
+directory to start in, and ScummVM will attempt to detect games in all
+subdirectories of that directory.
ScummVM can also be launched into a game directly using Command Line
arguments -- see the next section.
@@ -851,9 +897,9 @@ double-dash) can be inverted by prefixing them with "no-". For example,
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 specifies which game is started. It either corresponds to an arbitrary
-user defined target (from the configuration file), or to a built-in gameid.
-A brief list of the latter can be found in section 3.0.
+line specifies which game is started. It either corresponds to an
+arbitrary user defined target (from the configuration file), or to a
+built-in gameid. A brief list of the latter can be found in section 3.0.
Examples:
* Win32:
@@ -871,148 +917,150 @@ Examples:
5.2) Language options:
---- -----------------
-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.
+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.
Note that with the exception of Beneath a Steel Sky, Broken Sword 1,
-multilanguage versions of Goblins games and Nippon Safes Inc., using this
-option does *not* change the language of the game (which usually is hardcoded),
-but rather is only used to select the appropriate font (e.g. for a German
-version of a game, one containing umlauts).
+multilanguage versions of Goblins games and Nippon Safes Inc., using
+this option does *not* change the language of the game (which usually is
+hardcoded), but rather is only used to select the appropriate font (e.g.
+for a German version of a game, one containing umlauts).
-An exception are The Dig and The Curse of Monkey Island - non-English versions
-can be set to 'English.' This however only affects subtitles; game speech will
-remain the same.
+An exception are The Dig and The Curse of Monkey Island -- non-English
+versions can be set to 'English.' This however only affects subtitles;
+game speech will remain the same.
Maniac Mansion and Zak McKracken
- en - English (default)
- de - German
- fr - French
- it - Italian
- es - Spanish
+ en - English (default)
+ de - German
+ fr - French
+ it - Italian
+ es - Spanish
The Dig
- jp - Japanese
- zh - Chinese
- kr - Korean
+ jp - Japanese
+ zh - Chinese
+ kr - Korean
The Curse of Monkey Island
- en - English (default)
- de - German
- fr - French
- it - Italian
- pt - Portuguese
- es - Spanish
- jp - Japanese
- zh - Chinese
- kr - Korean
+ en - English (default)
+ de - German
+ fr - French
+ it - Italian
+ pt - Portuguese
+ es - Spanish
+ jp - Japanese
+ zh - Chinese
+ kr - Korean
Beneath a Steel Sky
- gb - English (Great Britain) (default)
- en - English (USA)
- de - German
- fr - French
- it - Italian
- pt - Portuguese
- es - Spanish
- se - Swedish
+ gb - English (Great Britain) (default)
+ en - English (USA)
+ de - German
+ fr - French
+ it - Italian
+ pt - Portuguese
+ es - Spanish
+ se - Swedish
Broken Sword 1
- en - English (default)
- de - German
- fr - French
- it - Italian
- es - Spanish
- pt - Portuguese
- cz - Czech
+ en - English (default)
+ de - German
+ fr - French
+ it - Italian
+ es - Spanish
+ pt - Portuguese
+ cz - Czech
Simon the Sorcerer 1 and 2
- en - English (default)
- de - German
- fr - French
- it - Italian
- es - Spanish
- hb - Hebrew
- pl - Polish
- ru - Russian
+ en - English (default)
+ de - German
+ fr - French
+ it - Italian
+ es - Spanish
+ hb - Hebrew
+ pl - Polish
+ ru - Russian
5.3) 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. 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
+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 will get 960x600.
They are:
- 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.
-
-To select a graphics filter, pass its name via the '-g' option to scummvm,
-for example:
+ 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.
+
+To select a graphics filter, pass its name via the '-g' option to
+scummvm, for example:
scummvm -gadvmame2x monkey2
-Note #1: Not all backends support all (or even any) of the filters listed above;
-some may support additional ones. The filters listed above are those supported
-by the default SDL backend.
+Note #1: Not all backends support all (or even any) of the filters
+listed above; some may support additional ones. The filters listed above
+are those supported by the default SDL backend.
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.
+configuration without optimizations. And there is always a speed impact
+when using any form of anti-aliasing/linear filtering.
-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.
-Likewise, games that originally were using 640x480 (such as COMI or Broken Sword)
-will be scaled to 1280x960 and 1920x1440.
+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. Likewise, games that originally were using 640x480 (such as
+Curse of Monkey Island or Broken Sword) will be scaled to 1280x960 and
+1920x1440.
5.4) Global Menu:
---- ------------
-
-The Global Menu is a general menu which is available to all of the game engines
-by pressing Ctrl-F5. From this menu there are the following buttons: Resume,
-Options, About, Return to Launcher, and Quit. Selecting 'Options' will display
-a dialog where basic audio settings, such as volume levels, can be adjusted.
-Selecting 'Return to Launcher' will close the current game and return the user
-back to the ScummVM Launcher, where another game may be selected to play.
-
-Note: Returning to the Launcher is not supported by all of the engines,
- and the button will be disabled in the Global Menu if it is not supported.
-
-Engines which currently support Returning to the Launcher are:
-
- AGI
- AGOS
- CINE
- GOB
- GROOVIE
- KYRA
- LURE
- PARALLACTION
- QUEEN
- SAGA
- SCUMM
- SKY
- SWORD1
- SWORD2
- TOUCHE
- TUCKER
+The Global Menu is a general menu which is available to all of the game
+engines by pressing Ctrl-F5. From this menu there are the following
+buttons: Resume, Options, About, Return to Launcher, and Quit. Selecting
+'Options' will display a dialog where basic audio settings, such as
+volume levels, can be adjusted. Selecting 'Return to Launcher' will
+close the current game and return the user back to the ScummVM Launcher,
+where another game may be selected to play.
+
+Note: Returning to the Launcher is not supported by all of the engines,
+and the button will be disabled in the Global Menu if it is not
+supported.
+
+Engines which currently support returning to the Launcher are:
+
+ AGI
+ AGOS
+ CINE
+ GOB
+ GROOVIE
+ KYRA
+ LURE
+ PARALLACTION
+ QUEEN
+ SAGA
+ SCUMM
+ SKY
+ SWORD1
+ SWORD2
+ TOUCHE
+ TUCKER
5.5) Hot Keys:
@@ -1028,198 +1076,200 @@ TODO
ScummVM supports various in-game hotkeys. They differ between SCUMM games and
other games.
- Common:
- Ctrl-F5 - Displays the Global Menu
- Cmd-q - Quit (Mac OS X)
- Ctrl-q - Quit (other unices including Linux)
- Ctrl-z OR Alt-x - Quit (other platforms)
- 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
- Alt-s - Make a screenshot (SDL backend only)
-
- SCUMM:
- Ctrl 0-9 and Alt 0-9 - Load and save game state
- Ctrl-d - Starts the debugger
- Ctrl-f - Toggle fast mode
- Ctrl-g - Runs in really REALLY fast mode
- Ctrl-t - Switch between 'Speech only',
- 'Speech and Subtitles' and 'Subtitles only'
- Tilde (~) - Show/hide the debugging console
- [ 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. You can save and load games using
- using this, however it is not intended for this
- purpose, and may even crash ScummVM in some
- games.
- i - Displays IQ points (Indiana Jones and the Last
- Crusade, and Indiana Jones and the Fate of
- Atlantis)
- Space - Pauses
- Period (.) - Skips current line of text in some games
- Enter - Simulate left mouse button press
- Tab - Simulate right mouse button press
-
- Beneath a Steel Sky:
- Ctrl-d - Starts the debugger
- Ctrl-f - Toggle fast mode
- 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
-
- Broken Sword 1:
- F5 or Escape - Displays save/load box
-
- Broken Sword 2:
- Ctrl-d - Starts the debugger
- Ctrl-f - Toggle fast mode
- p - Pauses
-
- Flight of the Amazon Queen:
- Ctrl-d - Starts the debugger
- Ctrl-f - Toggle fast mode
- F1 - Use Journal (saving/loading)
- F11 - Quicksave
- F12 - Quickload
- Escape - Skips cutscenes
- Space - Skips current line of text
-
- Future Wars
- F1 - Examine
- F2 - Take
- F3 - Inventory
- F4 - Use
- F5 - Activate
- F6 - Speak
- F9 - "Activate" menu
- F10 - "Use" menu
- Escape - Bring on command menu
-
- Nippon Safes
- Ctrl-d - Starts the debugger
- l - Load game
- s - Save game
-
- Simon the Sorcerer 1 and 2:
- Ctrl 0-9 and Alt 0-9 - Load and save game state
- Ctrl-d - Starts the debugger
- Ctrl-f - Toggle fast mode
- F1 - F3 - Text speed, faster - slower
- F10 - Shows all characters and objects you can
- interact with
- Escape - Skip cutscenes
- - and + - Music volume, down/up
- m - Music on/off
- s - Sound effects on/off
- b - Background sounds on/off
- [Simon the Sorcerer 2 only]
- p - Pauses
- t - Switch between speech and subtitles
- v - Switch between subtitles only and
- combined speech and subtitles
- [Simon the Sorcerer 2 only]
-
- Simon the Sorcerer's Puzzle Pack
- Ctrl-d - Starts the debugger
- Ctrl-f - Toggle fast mode
- F12 - High speed mode on/off in Swampy Adventures
- - and + - Music volume, down/up
- m - Music on/off
- s - Sound effects on/off
- p - Pauses
-
- The Feeble Files
- Ctrl-d - Starts the debugger
- Ctrl-f - Toggle fast mode
- F7 - Switch characters
- F9 - Hitbox names on/off
- s - Sound effects on/off
- p - Pauses
- t - Switch between speech and subtitles
- v - Switch between subtitles only and
- combined speech and subtitles
-
- The Legend of Kyrandia:
- Ctrl 0-9 and Alt 0-9 - Load and save game state
- Ctrl-d - Starts the debugger
-
- Touche: The Adventures of the Fifth Musketeer:
- Ctrl-f - Toggle fast mode
- F5 - Displays options
- F9 - Turn fast walk mode on
- F10 - Turn fast walk mode off
- Escape - Quit
- Space - Skips current line of text
- t - Switch between 'Voice only',
- 'Voice and Text' and 'Text only'
-
-Note that using Ctrl-f or Ctrl-g is not recommended: games can crash when
-being run faster than their normal speed, as scripts will lose synchronisation.
-
-Note for WinCE users: Due to the limited keyboard input in most devices, a
-small subset of these hot keys are supported via key remapping and/or panel
-actions. Please consult the README-WinCE.txt file.
+ Common:
+ Ctrl-F5 - Displays the Global Menu
+ Cmd-q - Quit (Mac OS X)
+ Ctrl-q - Quit (other unices including Linux)
+ Ctrl-z OR Alt-x - Quit (other platforms)
+ 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
+ Alt-s - Make a screenshot (SDL backend only)
+
+ SCUMM:
+ Ctrl 0-9 and Alt 0-9 - Load and save game state
+ Ctrl-d - Starts the debugger
+ Ctrl-f - Toggle fast mode
+ Ctrl-g - Runs in really REALLY fast mode
+ Ctrl-t - Switch between 'Speech only',
+ 'Speech and Subtitles' and 'Subtitles only'
+ Tilde (~) - Show/hide the debugging console
+ [ 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. You can save and load games using
+ using this, however it is not intended for this
+ purpose, and may even crash ScummVM in some
+ games.
+ i - Displays IQ points (Indiana Jones and the Last
+ Crusade, and Indiana Jones and the Fate of
+ Atlantis)
+ Space - Pauses
+ Period (.) - Skips current line of text in some games
+ Enter - Simulate left mouse button press
+ Tab - Simulate right mouse button press
+
+ Beneath a Steel Sky:
+ Ctrl-d - Starts the debugger
+ Ctrl-f - Toggle fast mode
+ 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
+
+ Broken Sword 1:
+ F5 or Escape - Displays save/load box
+
+ Broken Sword 2:
+ Ctrl-d - Starts the debugger
+ Ctrl-f - Toggle fast mode
+ p - Pauses
+
+ Flight of the Amazon Queen:
+ Ctrl-d - Starts the debugger
+ Ctrl-f - Toggle fast mode
+ F1 - Use Journal (saving/loading)
+ F11 - Quicksave
+ F12 - Quickload
+ Escape - Skips cutscenes
+ Space - Skips current line of text
+
+ Future Wars
+ F1 - Examine
+ F2 - Take
+ F3 - Inventory
+ F4 - Use
+ F5 - Activate
+ F6 - Speak
+ F9 - "Activate" menu
+ F10 - "Use" menu
+ Escape - Bring on command menu
+
+ Nippon Safes
+ Ctrl-d - Starts the debugger
+ l - Load game
+ s - Save game
+
+ Simon the Sorcerer 1 and 2:
+ Ctrl 0-9 and Alt 0-9 - Load and save game state
+ Ctrl-d - Starts the debugger
+ Ctrl-f - Toggle fast mode
+ F1 - F3 - Text speed, faster - slower
+ F10 - Shows all characters and objects you can
+ interact with
+ Escape - Skip cutscenes
+ - and + - Music volume, down/up
+ m - Music on/off
+ s - Sound effects on/off
+ b - Background sounds on/off
+ [Simon the Sorcerer 2 only]
+ p - Pauses
+ t - Switch between speech and subtitles
+ v - Switch between subtitles only and
+ combined speech and subtitles
+ [Simon the Sorcerer 2 only]
+
+ Simon the Sorcerer's Puzzle Pack
+ Ctrl-d - Starts the debugger
+ Ctrl-f - Toggle fast mode
+ F12 - High speed mode on/off in Swampy Adventures
+ - and + - Music volume, down/up
+ m - Music on/off
+ s - Sound effects on/off
+ p - Pauses
+
+ The Feeble Files
+ Ctrl-d - Starts the debugger
+ Ctrl-f - Toggle fast mode
+ F7 - Switch characters
+ F9 - Hitbox names on/off
+ s - Sound effects on/off
+ p - Pauses
+ t - Switch between speech and subtitles
+ v - Switch between subtitles only and
+ combined speech and subtitles
+
+ The Legend of Kyrandia:
+ Ctrl 0-9 and Alt 0-9 - Load and save game state
+ Ctrl-d - Starts the debugger
+
+ Touche: The Adventures of the Fifth Musketeer:
+ Ctrl-f - Toggle fast mode
+ F5 - Displays options
+ F9 - Turn fast walk mode on
+ F10 - Turn fast walk mode off
+ Escape - Quit
+ Space - Skips current line of text
+ t - Switch between 'Voice only',
+ 'Voice and Text' and 'Text only'
+
+Note that using Ctrl-f or Ctrl-g is not recommended: games can crash
+when being run faster than their normal speed, as scripts will lose
+synchronisation.
+
+Note for WinCE users: Due to the limited keyboard input in most devices,
+a small subset of these hot keys are supported via key remapping and/or
+panel actions. Please consult the README-WinCE.txt file.
6.0) 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.
+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:
- Mac OS X: $HOME/Documents/ScummVM Savegames/
- Other unices: $HOME/.scummvm/
+ Mac OS X: $HOME/Documents/ScummVM Savegames/
+ Other unices: $HOME/.scummvm/
6.1) Autosaves:
---- ----------
-For some games, (namely "Beneath a Steel Sky", "Flight of the Amazon Queen",
-all AGI games, and all SCUMM games), ScummVM will by default automatically
-save the current state every five minutes (adjustable via the "autosave_period"
-config setting). For the AGI and SCUMM engines, it will save in Slot 0. For the
-SCUMM engine, this savestate can then be loaded again via Ctrl-0, or the F5
-menu.
+For some games, (namely "Beneath a Steel Sky", "Flight of the Amazon
+Queen", all AGI games, and all SCUMM games), ScummVM will by default
+automatically save the current state every five minutes (adjustable via
+the "autosave_period" config setting). For the AGI and SCUMM engines, it
+will save in Slot 0. For the SCUMM engine, this savestate can then be
+loaded again via Ctrl-0, or the F5 menu.
6.2) Converting Savegames:
---- ---------------------
-Using savegames from original versions, isn't supported by all game engines.
-Only the following games, can use savegames from their original versions.
-
- Elvira 1
- - Add 8 bytes (savegame name) to the start of the savegame file
- - Rename the savegame to 'elvira1.xxx'
-
- Elvira 2
- - Add 8 bytes (savegame name) to the start of the savegame file
- - Rename the savegame to 'elvira2-pc.xxx' (DOS version) or
- 'elvira2.xxx' (Other versions)
-
- Waxworks
- - Add 8 bytes (savegame name) to the start of the savegame file
- - Rename the savegame to 'waxworks-pc.xxx' (DOS version) or
- 'waxworks.xxx' (Other versions)
-
- Simon the Sorcerer 1
- - Rename the savegame to 'simon1.xxx'
-
- Simon the Sorcerer 2
- - Rename the savegame to 'simon2.xxx'
-
- The Feeble Files
- - Rename the savegame to 'feeble.xxx'
+Using savegames from original versions, isn't supported by all game
+engines. Only the following games, can use savegames from their original
+versions.
+
+ Elvira 1
+ - Add 8 bytes (savegame name) to the start of the savegame file
+ - Rename the savegame to 'elvira1.xxx'
+
+ Elvira 2
+ - Add 8 bytes (savegame name) to the start of the savegame file
+ - Rename the savegame to 'elvira2-pc.xxx' (DOS version) or
+ 'elvira2.xxx' (Other versions)
+
+ Waxworks
+ - Add 8 bytes (savegame name) to the start of the savegame file
+ - Rename the savegame to 'waxworks-pc.xxx' (DOS version) or
+ 'waxworks.xxx' (Other versions)
+
+ Simon the Sorcerer 1
+ - Rename the savegame to 'simon1.xxx'
+
+ Simon the Sorcerer 2
+ - Rename the savegame to 'simon2.xxx'
+
+ The Feeble Files
+ - Rename the savegame to 'feeble.xxx'
Where 'xxx' is exact the saved game slot (ie 001) under ScummVM
@@ -1229,81 +1279,80 @@ Where 'xxx' is exact the saved game slot (ie 001) under ScummVM
--list-saves:
- This switch may be used to display a list of the current savegames
- of the specified target game and their corresponding save slots.
-
- Usage: --list-saves=[TARGET], where [TARGET] is the target game.
-
- Engines which currently support --list-saves are:
-
- AGI
- AGOS
- CINE
- GROOVIE
- KYRA
- LURE
- PARALLACTION
- QUEEN
- SAGA
- SCUMM
- SKY
- SWORD1
- SWORD2
- TINSEL
- TOUCHE
- TUCKER
+ This switch may be used to display a list of the current savegames
+ of the specified target game and their corresponding save slots.
+
+ Usage: --list-saves=[TARGET], where [TARGET] is the target game.
+
+ Engines which currently support --list-saves are:
+
+ AGI
+ AGOS
+ CINE
+ GROOVIE
+ KYRA
+ LURE
+ PARALLACTION
+ QUEEN
+ SAGA
+ SCUMM
+ SKY
+ SWORD1
+ SWORD2
+ TINSEL
+ TOUCHE
+ TUCKER
--save-slot/-x:
- This switch may be used to load a savegame directly from the command line.
+ This switch may be used to load a savegame directly from the command line.
- Usage: --save-slot[SLOT] or -x[SLOT], where [SLOT] is the save slot number.
+ Usage: --save-slot[SLOT] or -x[SLOT], where [SLOT] is the save slot number.
- Engines which currently support --save-slot/-x are:
+ Engines which currently support --save-slot/-x are:
- AGI
- CINE
- GROOVIE
- KYRA
- LURE
- PARALLACTION
- QUEEN
- SAGA
- SCUMM
- SKY
- SWORD1
- SWORD2
- TINSEL
- TOUCHE
+ AGI
+ CINE
+ GROOVIE
+ KYRA
+ LURE
+ PARALLACTION
+ QUEEN
+ SAGA
+ SCUMM
+ SKY
+ SWORD1
+ SWORD2
+ TINSEL
+ TOUCHE
7.0) Music and Sound:
---- ----------------
-
On most operating systems and for most games, ScummVM will by default
-use Adlib emulation for music playback. MIDI may not be available on
-all operating systems or may need manual configuration. If you want to
-use MIDI, you have several different choices of output, depending on
-your operating system and configuration.
-
- null - Null output. Don't play any music.
-
- adlib - Internal Adlib emulation (default)
- fluidsynth - FluidSynth MIDI emulation
- mt32 - Internal MT-32 emulation
- pcjr - Internal PCjr emulation (only usable in SCUMM games)
- pcspk - Internal PC Speaker emulation
- towns - Internal FM-TOWNS YM2612 emulation
- (only usable in SCUMM FM-TOWNS games)
-
- 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 - Use /dev/sequencer for MIDI, *nix users. See below.
- timidity - Connect to TiMidity++ MIDI server. See below.
- windows - Windows MIDI. Uses built-in sequencer, for Windows users
+use Adlib emulation for music playback. MIDI may not be available on all
+operating systems or may need manual configuration. If you want to use
+MIDI, you have several different choices of output, depending on your
+operating system and configuration.
+
+ null - Null output. Don't play any music.
+
+ adlib - Internal Adlib emulation (default)
+ fluidsynth - FluidSynth MIDI emulation
+ mt32 - Internal MT-32 emulation
+ pcjr - Internal PCjr emulation (only usable in SCUMM games)
+ pcspk - Internal PC Speaker emulation
+ towns - Internal FM-TOWNS YM2612 emulation
+ (only usable in SCUMM FM-TOWNS games)
+
+ 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 - Use /dev/sequencer for MIDI, *nix users. See below.
+ timidity - Connect to TiMidity++ MIDI server. See below.
+ windows - Windows MIDI. Uses built-in sequencer, for Windows users
To select a sound driver, select it in the Launcher, or pass its name
via the '-e' option to scummvm, for example:
@@ -1313,59 +1362,59 @@ via the '-e' option to scummvm, for example:
7.1) 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.
+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.
7.2) 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.
+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.
+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.)
+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.)
-NOTE: The processor requirements for FluidSynth can be fairly high in some
-cases. A fast CPU is recommended.
+NOTE: The processor requirements for FluidSynth can be fairly high in
+some cases. A fast CPU is recommended.
7.3) 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:
+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.
+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.
+You don't need to specify --native-mt32 with this driver, as it
+automatically gets turned on.
-NOTE: The processor requirements for the emulator are quite high; a fast CPU is
-strongly recommended.
+NOTE: The processor requirements for the emulator are quite high; a fast
+CPU is strongly recommended.
7.4) 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.
+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.
7.5) Playing sound with Native MIDI:
@@ -1383,27 +1432,27 @@ 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.
+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.
+--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.
+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.
+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.
7.6) Playing sound with Sequencer MIDI: [UNIX ONLY]
@@ -1413,22 +1462,25 @@ 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.
+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.
7.6.1) Playing sound with ALSA sequencer: [UNIX ONLY]
------ ----------------------------------
-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 to try both "65:0" and "17:0".
+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 to try both "65:0" and
+"17:0".
-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". This should give output similar to:
+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". This should give output similar
+to:
client 14: 'Midi Through' [type=kernel]
0 'Midi Through Port-0'
@@ -1445,30 +1497,36 @@ client 128: 'TiMidity' [type=user]
2 'TiMidity port 2 '
3 'TiMidity port 3 '
-The most important bit here is that there are four WaveTable MIDI outputs
-located at 17:0, 17:1, 17:2 and 17:3, and four TiMidity ports located at 128:0,
-128:1, 128:2 and 128:3.
+The most important bit here is that there are four WaveTable MIDI
+outputs located at 17:0, 17:1, 17:2 and 17:3, and four TiMidity ports
+located at 128:0, 128:1, 128:2 and 128:3.
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 17:0 /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 or asfxload software. Example:
+If you have a WaveTable capable sound card, you have to load a sbk or
+sf2 SoundFont using the sfxload or asfxload software. Example:
+
sfxload /path/to/8mbgmsfx.sf2
-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.
+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:
+
timidity -iAqqq -B2,8 -Os1S -s 44100 &
+
(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):
+
fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l'
@@ -1477,17 +1535,18 @@ command as described earlier in this section.
7.7) Using TiMidity++ MIDI server:
---- -----------------------------
-If you system lacks any MIDI sequencer, but you still want better MIDI quality
-than default Adlib emulation can offer, you can try TiMidity++ MIDI server. See
-http://timidity.sourceforge.net/ for download and install instructions.
+If you system lacks any MIDI sequencer, but you still want better MIDI
+quality than default Adlib emulation can offer, you can try TiMidity++
+MIDI server. See http://timidity.sourceforge.net/ for download and
+install instructions.
First, you need to start a daemon:
-timidity -ir 7777
+ timidity -ir 7777
-Now you can start scummvm and try selection TiMidity music output. By default,
-it will connect to localhost:7777, but you can change host/port by defining
-"TIMIDITY_HOST" environment variable.
+Now you can start scummvm and try selection TiMidity music output. By
+default, it will connect to localhost:7777, but you can change host/port
+by defining "TIMIDITY_HOST" environment variable.
7.8) Using compressed audio files
@@ -1495,23 +1554,23 @@ it will connect to localhost:7777, but you can change host/port by defining
7.8.0) 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 will 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:
+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 will 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:
lame -t -q 0 -b 96 track1.wav track1.mp3
7.8.1) 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 will 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:
+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 will 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:
oggenc -q 5 track1.wav
@@ -1519,22 +1578,23 @@ command line with the value after q specifying the desired quality from
7.8.2) 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 will 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:
+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
+will 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:
flac --best track1.wav
-Remember that the quality is always the same, varying encoder options will only
-affect the encoding time and resulting filesize.
+Remember that the quality is always the same, varying encoder options
+will only affect the encoding time and resulting filesize.
7.8.3) 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.
+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.
compress_scumm_sou monster.sou
@@ -1548,9 +1608,9 @@ As above, but ScummVM must be compiled with OGG support. Run:
compress_scumm_sou --vorbis monster.sou
-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.
+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.
7.8.5) Compressing MONSTER.SOU with Flac:
@@ -1559,20 +1619,21 @@ As above, but ScummVM must be compiled with Flac support. Run:
compress_scumm_sou --flac monster.sou
-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.
+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
+file size. Playing with the blocksize (-b <value>), has the biggest
+impact on the resulting file size -- 1152 seems to be a good value for
+those kind of soundfiles. Be sure to read the encoder documentation
+before you use other values.
7.8.6) Compressing music/sfx/speech in AGOS games
------ -----------------------------------------------------------------
-Use our 'compress_agos' utility 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.
+Use our 'compress_agos' utility 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.
compress_agos effects (For Acorn CD version of Simon 1)
compress_agos simon (For Acorn CD version of Simon 1)
@@ -1598,22 +1659,21 @@ For Flac add --flac and optional parameters, i.e.
compress_agos --flac
-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.
+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.
7.8.7) 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 will automatically encode everything to MP3.
-Afterwards, you can manually remove the SPEECH?.CLU files and the wave music
-files.
-
-Running "compress_sword1 --vorbis" will compress the files using Ogg Vorbis
-instead of MP3.
+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
+will automatically encode everything to MP3. Afterwards, you can
+manually remove the SPEECH?.CLU files and the wave music files.
+
+Running "compress_sword1 --vorbis" will compress the files using Ogg
+Vorbis instead of MP3.
Running "compress_sword1 --flac" will compress the files using Flac
instead of MP3.
@@ -1623,10 +1683,10 @@ Use "compress_sword1 --help" to get a full list of the options.
7.8.8) Compressing speech/music in Broken Sword 2
------ ------------------------------------------
-Use our 'compress_sword2' utility 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.
+Use our 'compress_sword2' utility 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.
compress_sword2 speech1.clu
compress_sword2 music1.clu
@@ -1635,299 +1695,308 @@ For Ogg Vorbis add --vorbis to the options, i.e.
compress_sword2 --vorbis
-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.
+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.
+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.
+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.
7.9) 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.
+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 is
+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.
+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.
+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.
+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.
+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.
8.0) Configuration file:
---- -------------------
By default, the configuration file is saved in, and loaded from:
- Windows Vista:
- \Users\username\AppData\Roaming\ScummVM\scummvm.ini,
+ Windows Vista:
+ \Users\username\AppData\Roaming\ScummVM\scummvm.ini,
- Windows 2000/XP:
- \Documents and Settings\username\Application Data\ScummVM\scummvm.ini,
+ Windows 2000/XP:
+ \Documents and Settings\username\Application Data\ScummVM\scummvm.ini,
- Windows NT4:
- <windir>\Profiles\username\Application Data\ScummVM\scummvm.ini,
+ Windows NT4:
+ <windir>\Profiles\username\Application Data\ScummVM\scummvm.ini,
- Windows 95/98/ME:
- <windir>\scummvm.ini,
+ Windows 95/98/ME:
+ <windir>\scummvm.ini,
- If an earlier version of ScummVM was installed under Windows, the
- previous default location of '<windir>\scummvm.ini' will be kept.
+ If an earlier version of ScummVM was installed under Windows, the
+ previous default location of '<windir>\scummvm.ini' will be kept.
- Unix:
- ~/.scummvmrc
+ Unix:
+ ~/.scummvmrc
- Mac OS X:
- ~/Library/Preferences/ScummVM Preferences
+ Mac OS X:
+ ~/Library/Preferences/ScummVM Preferences
+ (here, ~ refers to your home directory)
- Others:
- scummvm.ini in the current directory
+ Others:
+ scummvm.ini in the current directory
An example config file looks as follows:
- [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
+ [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
The following keywords are recognized:
- 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 savegame 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 delay in SCUMM games, or text speed in
- other games.
-
- 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)
-
- confirm_exit bool Ask for confirmation by the user before quitting
- (SDL backend only).
- 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 certain games, in those
- cases where 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
+ 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 savegame 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 delay in SCUMM games, or text speed in
+ other games.
+
+ 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)
+
+ confirm_exit bool Ask for confirmation by the user before quitting
+ (SDL backend only).
+ 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 certain games, in those
+ cases where 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
Broken Sword 2 adds the following non-standard keywords:
- 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
+ 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
Flight of the Amazon Queen adds the following non-standard keywords:
- music_mute bool If true, music is muted
- sfx_mute bool If true, sound effects are muted
+ music_mute bool If true, music is muted
+ sfx_mute bool If true, sound effects are muted
Simon the Sorcerer 1 and 2 add the following non-standard keywords:
- music_mute bool If true, music is muted
- sfx_mute bool If true, sound effects are muted
+ music_mute bool If true, music is muted
+ sfx_mute bool If true, sound effects are muted
The Legend of Kyrandia adds the following non-standard keyword:
- walkspeed int The walk speed (0-4)
+ walkspeed int The walk speed (0-4)
9.0) 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 recent versions of 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; likewise you will need the
-appropriate libraries for Ogg Vorbis and FLAC compressed sound. For
-MPEG2 support, libmpeg2 is required. For compressed save states, zlib is required.
-
-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 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 http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
-
-
- GCC and MinGW32:
- * Type "./configure"
- * Type "make" (or "gmake", or "gnumake", depending on what GNU make is
- called on your system) and hopefully ScummVM will compile for you.
- * For more information refer to:
- http://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC
- respectively
- http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW
-
- Microsoft Visual C++ 6.0:
- * Open the workspace file "scummwm.dsw" in the "dists\msvc6" folder.
- * Enter the path to the needed libraries and includes in
- "Tools|Options|Directories".
- * Now it should compile successfully.
- * For more information refer to:
- http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
-
- Microsoft Visual C++ 7.0/8.0:
- * Open the solution file "scummwm.sln" in the "dists\msvc7"
- respectively "dists\msvc8" folder.
- * Enter the path to the needed libraries and includes in
- Tools|Options|Projects|VC++ Directories".
- * Now it should compile successfully.
- * For more information refer to:
- http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
-
- Windows Mobile:
- * Please refer to:
- http://wiki.scummvm.org/index.php/Compiling_ScummVM/Windows_CE
-
- Debian GNU/Linux:
- * Install the packages 'build-essential', 'fakeroot', 'debhelper',
- and 'libsdl1.2-dev' on your system.
- * Install 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).
- * Run 'make deb'.
- * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
-
- Mac OS X:
- * Make sure you have the developer tools installed.
- * The SDL developer package for OS X available on the SDL web site is
- _not_ suitable. Rather, you require a unix-style build of SDL. One
- way to get that is to install SDL via Fink (http://fink.sf.net).
- Alternatively you could compile SDL manually from source using its
- unix build system (configure && make).
- * Type "./configure" in the ScummVM directory.
- * You can now type 'make' to create a command line binary.
- * To get a version you can run from Finder, type 'make bundle' which
- will create ScummVM.app (this only works out of the box if you
- installed SDL into /sw (as happens if you are using Fink). If you
- have installed SDL in another way, you will have to edit ports.mk).
- * For more information refer to:
- http://wiki.scummvm.org/index.php/Compiling_ScummVM/MacOS_X_Crosscompiling
-
- AmigaOS 4 (Cross-compiling with Cygwin):
- * Make sure that you have SDL installed, you may also need
- libogg, libvorbis, libvorbisfile, zlib, libmad.
- * Type ./configure --host=ppc-amigaos
- * If you got an error about sdl-config, use --with-sdl-prefix
- parameter to set the path.
- * Check 'config.mk' file and if everything seems to be fine:
- * Run 'make'.
- * Cross-compiling with Linux may be as easy.
-
- iPhone:
- * Please refer to:
- http://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone
-
- Maemo:
- * Get Scratchbox environment with Maemo 2.2 rootstrap (2.2 is for 770 and up)
- * Install limbad, Tremor, FLAC, libmpeg2 from source
- * patch scummvm source (some stuff is currently too dirty to be in svn directly)
- patch -p1 < backends/platform/maemo/scummvm-0.11.0-maemo.patch
- * go to backends/platform/maemo
- * run 'make config'
- * run 'make scummvm'
- * create your debian/changelog in top directory
- * run 'make deb' in backends/platform/maemo
+For an up-to-date overview on how to compile ScummVM for various
+platforms, please consult our Wiki, in particular this page:
+ http://wiki.scummvm.org/index.php/Compiling_ScummVM
+
+If you are compiling for Windows, Linux or Mac OS X, 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 recent versions of
+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; likewise
+you will need the appropriate libraries for Ogg Vorbis and FLAC
+compressed sound. For MPEG2 support, libmpeg2 is required. For
+compressed save states, zlib is required.
+
+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 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 http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
+
+
+ GCC and MinGW32:
+ * Type "./configure"
+ * Type "make" (or "gmake", or "gnumake", depending on what GNU make is
+ called on your system) and hopefully ScummVM will compile for you.
+ * For more information refer to:
+ http://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC
+ respectively
+ http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW
+
+ Microsoft Visual C++ 6.0:
+ * Open the workspace file "scummwm.dsw" in the "dists\msvc6" directory.
+ * Enter the path to the needed libraries and includes in
+ "Tools|Options|Directories".
+ * Now it should compile successfully.
+ * For more information refer to:
+ http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
+
+ Microsoft Visual C++ 7.0/8.0:
+ * Open the solution file "scummwm.sln" in the "dists\msvc7"
+ respectively "dists\msvc8" directory.
+ * Enter the path to the needed libraries and includes in
+ Tools|Options|Projects|VC++ Directories".
+ * Now it should compile successfully.
+ * For more information refer to:
+ http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
+
+ Windows Mobile:
+ * Please refer to:
+ http://wiki.scummvm.org/index.php/Compiling_ScummVM/Windows_CE
+
+ Debian GNU/Linux:
+ * Install the packages 'build-essential', 'fakeroot', 'debhelper',
+ and 'libsdl1.2-dev' on your system.
+ * Install 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).
+ * Run 'make deb'.
+ * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
+
+ Mac OS X:
+ * Make sure you have the developer tools installed.
+ * The SDL developer package for OS X available on the SDL web site is
+ _not_ suitable. Rather, you require a unix-style build of SDL. One
+ way to get that is to install SDL via Fink (http://fink.sf.net).
+ Alternatively you could compile SDL manually from source using its
+ unix build system (configure && make).
+ * Type "./configure" in the ScummVM directory.
+ * You can now type 'make' to create a command line binary.
+ * To get a version you can run from Finder, type 'make bundle' which
+ will create ScummVM.app (this only works out of the box if you
+ installed SDL into /sw (as happens if you are using Fink). If you
+ have installed SDL in another way, you will have to edit ports.mk).
+ * For more information refer to:
+ http://wiki.scummvm.org/index.php/Compiling_ScummVM/MacOS_X_Crosscompiling
+
+ AmigaOS 4 (Cross-compiling with Cygwin):
+ * Make sure that you have SDL installed, you may also need
+ libogg, libvorbis, libvorbisfile, zlib, libmad.
+ * Type ./configure --host=ppc-amigaos
+ * If you got an error about sdl-config, use --with-sdl-prefix
+ parameter to set the path.
+ * Check 'config.mk' file and if everything seems to be fine:
+ * Run 'make'.
+ * Cross-compiling with Linux may be as easy.
+
+ iPhone:
+ * Please refer to:
+ http://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone
+
+ Maemo:
+ * Get Scratchbox environment with Maemo 2.2 rootstrap (2.2 is for 770 and up)
+ * Install limbad, Tremor, FLAC, libmpeg2 from source
+ * patch scummvm source (some stuff is currently too dirty to be in svn directly)
+ patch -p1 < backends/platform/maemo/scummvm-0.11.0-maemo.patch
+ * go to backends/platform/maemo
+ * run 'make config'
+ * run 'make scummvm'
+ * create your debian/changelog in top directory
+ * run 'make deb' in backends/platform/maemo
------------------------------------------------------------------------
Good Luck and Happy Adventuring!