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diff --git a/doc/01.tex b/doc/01.tex new file mode 100644 index 0000000000..b197df6768 --- /dev/null +++ b/doc/01.tex @@ -0,0 +1,23 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme.tex" +%%% End: + + +\section{About} + +ScummVM is a collection of interpreters, capable of emulating several +adventure game engines. ScummVM mainly supports engines created using +SCUMM (Script Creation Utility for Maniac Mansion), used in various +LucasArts games such as Monkey Island, Day of the Tentacle, and others. +ScummVM also contains interpreters for several non-SCUMM games, currently +these are Beneath a Steel Sky, Broken Sword I \&II and Simon the Sorcerer 1 \& 2.\\ +\quad \\ +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.\\ +\quad \\ +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!
\ No newline at end of file diff --git a/doc/02.tex b/doc/02.tex new file mode 100644 index 0000000000..5d1bd3718b --- /dev/null +++ b/doc/02.tex @@ -0,0 +1,16 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + + +\section{Contacting} + +The easiest way to contact the ScummVM team is by submitting bug reports or +commenting in our forums. You can also join and e-mail the scummvm-devel +mailing list, or chat with us on irc (\#scummvm on irc.freenode.net) +Please do not ask us to support an unsupported game - read our homepages +FAQ first. + +\input {02_01.tex}
\ No newline at end of file diff --git a/doc/02_01.tex b/doc/02_01.tex new file mode 100644 index 0000000000..92250f70be --- /dev/null +++ b/doc/02_01.tex @@ -0,0 +1,25 @@ +\subsection{Reporting Bugs} + +To report a bug, please create a SourceForge account and follow the bugs +link from our homepage. Please make sure the bug is reproducible, and +still occurs in the latest daily build/current CVS version. Also check +the known bugs list (below) and compatibility listing for that game, to +ensure the issue is not already known.\\ +\quad \\ +Also do not report bugs on games that are not listed as being completable +in the 'Supported Games' section, or compatibility list. We -know- those +games have bugs.\\ +% +Please include the following information: +\begin{itemize} +\item ScummVM version (PLEASE test the latest CVS/Daily build) +\item Bug details, including instructions on reproducing +\item Language of game (English, German, ...) +\item Version of game (talkie, floppy, ...) +\item Platform and Compiler (Win32, Linux, FreeBSD, ...) +\item Attach a save game if possible +\item If this bug only occurred recently, please note the last + version without the bug, and the first version including + the bug. That way we can fix it quicker by looking at the + changes made. +\end{itemize} diff --git a/doc/03.tex b/doc/03.tex new file mode 100644 index 0000000000..c383f60e63 --- /dev/null +++ b/doc/03.tex @@ -0,0 +1,91 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + + +\section{Supported Games} + +At the moment the following games have been reported to work, and should +be playable to the end. However, this list generally applies to PC versions. +Mac versions should work after being ``ReSCUMM'ed'' (see later in this document), and Amiga versions of games may work with the 'Amiga' flag turned on - but +this is not always true.\\ +\begin{itemize} +\item SCUMM Games:\\ + \begin {tabular} [h] {ll} + Maniac Mansion (Classic Version)& [Game: maniac]\\ + Maniac Mansion (Enhanced Version)& [Game: maniac]\\ + Zak McKracken (Classic Version)& [Game: zak]\\ + Zak McKracken (Enhanced Version)& [Game: zak]\\ + Indiana Jones \& the Last Crusade (EGA)& [Game: indy3ega]\\ + Indiana Jones \& the Last Crusade (256)& [Game: indy3]\\ + Indiana Jones \& the Last Crusade (256 FM Towns)& [Game: indy3towns]\\ + Loom (16 color floppy version)& [Game: loom]\\ + Loom (256 FM Towns)& [Game: loomtowns]\\ + Loom (256 color CD version)& [Game: loomcd]\\ + Zak McKracken (256 FM Towns)& [Game: zaktowns]\\ + Monkey Island 1 (EGA)& [Game: monkeyega]\\ + Monkey Island 1 (VGA)& [Game: monkeyvga]\\ + Monkey Island 1 (CD)& [Game: monkey/monkey1]\\ + Monkey Island 2& [Game: monkey2]\\ + Indiana Jones and the Fate of Atlantis& [Game: atlantis]\\ + Day of the Tentacle& [Game: tentacle]\\ + Sam \& Max& [Game: samnmax]\\ + The Dig& [Game: dig]\\ + Curse of Monkey Island& [Game: comi]\\ + Full Throttle& [Game: ft]\\ + \end{tabular} +\item Other Games:\\ + \begin{tabular}[h]{ll} + Beneath a Steel Sky& [Game: sky]\\ + Simon the Sorcerer 1& [Game: simon1acorn/\\ + & simon1dos/\\ + & simon1talkie/\\ + & simon1win]\\ + Simon the Sorcerer 2& [Game: simon2dos/\\ + & simon2talkie/\\ + & simon2win\\ + & simon2mac]\\ + Flight of the Amazon Queen& [Game: queen]\\ + Broken Sword I& [Game: sword1]\\ + Broken Sword II& [Game: sword2]\\ + \end{tabular}\\ +\quad \\ + The following games should be completable, but have some critical problems that prevent them from being fully supported at this time. Please do not file bug reports about them.\\ + + \begin{tabular}[h]{ll} + Putt-Putt Joins the Parade& [puttputt]\\ + \end{tabular}\\ +\quad \\ + The following games should load, but are not yet fully playable. Play these at your own risk, and please do not file bug reports about them. If you want +the latest updates on game compatibility, visit our web site and view the +compatibility chart.\\ + +\begin{tabular}{ll} + Putt-Putt Goes To The Moon& [Game: puttmoon]\\ + Putt-Putt's Fun Pack& [Game: funpack]\\ + Fatty Bear's Birthday Surprise& [Game: fbear]\\ + Fatty Bear's Fun Pack& [Game: fbpack]\\ +\end{tabular}\\ +\quad \\ + The following games are SCUMM engine, but NOT supported by ScummVM (yet).\\ + \begin{itemize} + \item Most other Humongous Entertainment titles + \end{itemize} +% +Please be aware that the engine may contain bugs and unimplemented features +that sometimes make it impossible to finish the game. Save often, and please +file a bug report (instructions on submitting bug reports are below) if you +encounter such a bug in a 'supported' game. +\end{itemize} +%% next section +\input {03_01.tex} +%% next section +\input {03_02.tex} +%% next section +\input {03_03.tex} +%% next section +\input {03_04.tex} + + diff --git a/doc/03_01.tex b/doc/03_01.tex new file mode 100644 index 0000000000..4ea3e7abc6 --- /dev/null +++ b/doc/03_01.tex @@ -0,0 +1,26 @@ +\subsection{Copy Protection} + +he ScummVM team does not condone piracy. However, there are cases when +LucasArts themselves bundled cracked interpreters with their own games -- +the data files still contain the copy protection scripts, but the interpreter +bypasses them. There is no way for us to tell the difference between legitimate +and pirated data files, so for the games where we know the original interpreter +may have been cracked ScummVM will always have to bypass the copy protection.\\ +\quad \\ +At the time of writing, that includes the following games:\\ +\begin{tabular}{l} +Indiana Jones \& the Last Crusade (EGA)\\ +Indiana Jones \& the Last Crusade (256 color FM Towns version)\\ +Loom (16 color floppy version)\\ +Maniac Mansion\\ +Monkey Island 1 (EGA)\\ +Monkey Island 1 (VGA)\\ +Monkey Island 2\\ +Zak McKracken (EGA)\\ +Zak McKracken (256 color FM Towns version)\\ +\\ +Beneath a Steel Sky (bypassed with permission from Revolution)\\ +\\ +\end{tabular}\\ +In most cases ScummVM will still show the copy protection screen. Try entering +any answer. Chances are that it will work.
\ No newline at end of file diff --git a/doc/03_02.tex b/doc/03_02.tex new file mode 100644 index 0000000000..161123015b --- /dev/null +++ b/doc/03_02.tex @@ -0,0 +1,16 @@ +\subsection{Simon the Sorcerer 1 and 2 notes} +The Simon the Sorcerer 1 \& 2 games were split into several targets to make +coding easier and to make it more clear which target should be used:\\ +\begin{tabular}{ll} + simon1dos & Use for Simon the Sorcerer 1 for DOS (Disk)\\ + simon2dos & Use for Simon the Sorcerer 2 for DOS (Disk)\\ + simon1talkie & Use for Simon the Sorcerer 1 Talkie for DOS (CD)\\ + simon2talkie & Use for Simon the Sorcerer 2 Talkie for DOS (CD)\\ + simon1win & Use for Simon the Sorcerer 1 Talkie for Windows (CD)\\ + simon2win & Use for Simon the Sorcerer 2 Talkie for Windows (CD)\\ + simon2mac & Use for Simon the Sorcerer 2 Talkie for Amiga or Mac (CD)\\ +\end{tabular}\\ +\quad \\ +If you have the dual version of Simon the Sorcerer 1 or 2 on CD, +then you will find the Windows version in the main directory of CD +and the DOS Talkie version in the DOS directory of the CD.\\
\ No newline at end of file diff --git a/doc/03_03.tex b/doc/03_03.tex new file mode 100644 index 0000000000..e4616cbc0d --- /dev/null +++ b/doc/03_03.tex @@ -0,0 +1,14 @@ +\subsection {Broken Sword notes} +Broken Sword 1 and 2 both come with in-game cutscenes compressed using +RAD Game Tools legacy Smacker(tm) format. As RAD is unwilling to open +the older legacy versions of this format to us, and have requested we not +reverse engineer it, Revolution Software has kindly allowed us to provide +re-encoded Broken Sword cutscenes for download on our website.\\ +\quad\\ +These cutscenes are provided in MPEG2 format with OGG Vorbis audio. +Viewing these cutscenes thus requires a version of ScummVM compiled +with both libmpeg2 (preferably 0.4.0 or greater) and libVorbis support.\\ +\quad\\ +The cutscenes should be placed in the main game data directory. Note that +currently this requires either copying the game to harddisk or reburning +customised versions of the game CDs. diff --git a/doc/03_04.tex b/doc/03_04.tex new file mode 100644 index 0000000000..f8d89475f7 --- /dev/null +++ b/doc/03_04.tex @@ -0,0 +1,70 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\subsection{Known Problems in ScummVM 0.5.7-cvs} + +This release has the following known problems. There is no need to report them, +although patches to fix them are welcome. If you discover a bug that is not +listed here, nor in the compatibility table on the web site, please see +the section on Reporting Bugs.\\ +\quad \\ +Indiana Jones \& the Last Crusade (EGA): + \begin{itemize} + \item In some rooms Indy may be able to walk to odd places + \end{itemize} +Indiana Jones \& the Last Crusade (256): + \begin{itemize} + \item In some rooms Indy may be able to walk to odd places + \end{itemize} +FM Towns versions: + \begin{itemize} + \item Kanji versions require the FM Towns Font ROM + \item All the FM Towns versions of games are extremely rare, + And as the ScummVM team does not encourage piracy in any + way, we don't know where to buy or download a copy of these + games. Petition LucasArts to re-release them :) + \end{itemize} +Loom (EGA): + \begin{itemize} + \item MIDI support requires the Roland update from LucasArts + \end{itemize} +Monkey Island 1 (EGA): + \begin{itemize} + \item MIDI support requires the Roland update from LucasArts + \end{itemize} +Sam and Max: + \begin{itemize} + \item Highway subgame does not behave correctly. + \item Music is broken under Dreamcast, causing game freezes + \end{itemize} +Beneath a Steel Sky: + \begin{itemize} + \item Floppy demo does not work at all + \item Amiga versions aren't supported and probably never will be + \item Not a bug: CD version is missing speech for some dialog + \item ScummVM 0.5.0 contained a bug in the savegame system. + If you experience problems using an old savegame, it may be + corrupt, and you will need to start a new game using this + version. + \end{itemize} +Simon the Sorcerer 2: + \begin{itemize} + \item Only default language (English) in data files is supported in simon2mac + \item F10 key animation in simon2mac is different compared to + original game + \end{itemize} +Curse of Monkey Island: + \begin{itemize} + \item The "Pirate Song" scene does not play correctly + \item Some minor graphical glitches remain + \end{itemize} +All CD games: + \begin{itemize} + \item If you are experiencing random crashes, and your game + plays music from CD, you have encountered a Windows bug. + Try copying the data files from CD to your hard disk, and + running them from there. + \end{itemize}
\ No newline at end of file diff --git a/doc/04.tex b/doc/04.tex new file mode 100644 index 0000000000..d81ecf08d3 --- /dev/null +++ b/doc/04.tex @@ -0,0 +1,34 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\section{Supported Platforms} +ScummVM has been ported to run on many platforms and operating systems. +Links to these ports can be found either on the ScummVM web page or by a +Google search. Many thanks to the effort of porters. If you have a port of +ScummVM and wish to commit it into the main CVS, feel free to contact us!\\ +\quad \\ +\begin{tabular}{lll} +Windows & SDL\\ +Windows CE & SDL &(iPaq and other handheld devices)\\ +Linux & X11/OSS audio &(includes iPaqs running Linux)\\ +Mac OS X & SDL\\ +AmigaOS & SDL\\ +MorphOS & Custom backend\\ +BeOS & SDL\\ +Acorn (RiscOS) & ???\\ +Dreamcast & Custom backend \\ +GP32 & Custom backend\\ +PalmOS & Custom backend\\ +UNIX & SDL &(Linux, Solaris, IRIX, *BSD)\\ +\end{tabular}\\ +The Dreamcast port does not support Curse of Monkey Island, nor The Dig. +The PalmOS port does not support 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).\\ +\quad \\ +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). + diff --git a/doc/05.tex b/doc/05.tex new file mode 100644 index 0000000000..09cb1bfe47 --- /dev/null +++ b/doc/05.tex @@ -0,0 +1,38 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + + +\section{Running ScummVM} + +Before you run the engine, you need to put the game's datafiles in a +directory. The filenames must not be in mixed case on *nix systems +(for example, these are valid names: ``monkey2.000'', ``MONKEY2.000'', while +this is a bad one: "Monkey2.000"). If you use a game with speech, the file +monster.sou must reside in the same directory as the datafiles.\\ +\quad \\ +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.\\ +\quad \\ +ScummVM can be launched directly by running the executable. In this case, +the in-built launcher will activate. From this, you can add games (click +'Add Game'), or launch games which have already been configured.\\ +\quad \\ +ScummVM can also be launched into a game directly using Command Line +arguments - see the next section. + +%next section +\input {05_01.tex} +%next section +\input {05_02.tex} +%next section +\input {05_03.tex} +%next section +\input {05_04.tex} +%next section +\input {05_05.tex} + diff --git a/doc/05_01.tex b/doc/05_01.tex new file mode 100644 index 0000000000..ac2c0b348f --- /dev/null +++ b/doc/05_01.tex @@ -0,0 +1,84 @@ +\subsection{Command Line Options} + +Usage: scummvm [OPTIONS]... [GAME]\\ +\begin{tabular}{ll} + [GAME] &Short name of game to load. For example, 'monkey'\\ + &for Monkey Island. This can be either a built-in\\ + &gameid, or a user configured target.\\ +\\ + -v, --version &Display ScummVM version information and exit\\ + -h, --help &Display a brief help text and exit\\ + -z, --list-games &Display list of supported games and exit\\ + -t, --list-targets &Display list of configured targets and exit\\ +\\ + -p, --path=PATH &Path to where the game is installed\\ + -x, --save-slot[=NUM] &Save game slot to load (default: autosave)\\ + -f, --fullscreen &Force full-screen mode\\ + -F, --no-fullscreen &Force windowed mode\\ + -g, --gfx-mode=MODE &Select graphics scaler (see also section 5.3)\\ + -e, --music-driver=MODE &Select music driver (see also section 7.0)\\ + -q, --language=LANG &Select language (see also section 5.2)\\ + -m, --music-volume=NUM &Set the music volume, 0-255 (default: 192)\\ + -o, --master-volume=NUM &Set the master volume, 0-255 (default: 192)\\ + -s, --sfx-volume=NUM &Set the sfx volume, 0-255 (default: 192)\\ + -n, --subtitles &Enable subtitles (use with games that have voice)\\ + -b, --boot-param=NUM &Pass number to the boot script (boot param)\\ + -d, --debuglevel=NUM &Set debug verbosity level\\ + -u, --dump-scripts &Enable script dumping if a directory called 'dumps'\\ + &exists in the current directory\\ +\\ + --cdrom=NUM &CD drive to play CD audio from (default: 0 = first drive)\\ + --joytick[=NUM] &Enable input with joystick (default: 0 = first\\ + &joystick)\\ + --platform=WORD &Specify version of game (allowed values: amiga,\\ + &atari, mac, pc)\\ + --multi-midi &Enable combination of Adlib and native MIDI\\ + --native-mt32 &True Roland MT-32 (disable GM emulation)\\ + --aspect-ratio &Enable aspect ratio correction\\ +\\ + --floppy-intro &Use floppy version intro for Beneath a Steel Sky CD\\ + --copy-protection &Enable copy protection in SCUMM games ,when\\ + &ScummVM disables it by default.\\ + --demo-mode &Start demo mode of Maniac Mansion (Classic version)\\ + --tempo=NUM &Set music tempo (in percent, 50-200) for SCUMM games\\ + &(default: 100)\\ + --talkspeed=NUM &Set talk speed for SCUMM games (default: 60)\\ +\end{tabular}\\ +The meaning of most long options can be inverted by prefixing them with "no-", +e.g. --no-aspect-ratio. This is useful if you want to override a setting in the +configuration file.\\ +\quad \\ +The short game name ('game target') you see at the end of the command +line is very important. A short list is contained at the top of this +file. You can also get the current list of games and game names at: + +\begin{center} + http://www.scummvm.org/compatibility.php +\end{center} + +Examples: +\begin{itemize} +\item Win32:\\ +Running Monkey Island, fullscreen, from a hard disk: +\begin{verbatim} +C:\Games\LucasArts\scummvm.exe -f + -pC:\Games\LucasArts\monkey\ monkey +\end{verbatim} + Running Full Throttle from CD, fullscreen and with subtitles enabled: +\begin{verbatim} +C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft +\end{verbatim} + \item Unix:\\ + Running Monkey Island, fullscreen, from a hard disk: +\begin{verbatim} +/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey +\end{verbatim} + Running Full Throttle from CD, fullscreen and with subtitles enabled: +\begin{verbatim} +/path/to/scummvm -f -n -p/cdrom/resource/ ft +\end{verbatim} +\end{itemize} +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: diff --git a/doc/05_02.tex b/doc/05_02.tex new file mode 100644 index 0000000000..c7948a3bad --- /dev/null +++ b/doc/05_02.tex @@ -0,0 +1,62 @@ +\subsection{Language options} + +ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig, +Curse of Monkey Island, Beneath a Steel Sky. and Simon the Sorcerer 1 \& 2.\\ +\begin{itemize} +\item Maniac Mansion and Zak McKracken: + \begin{itemize} + \item en - English (default) + \item de - German + \item fr - French + \item it - Italian + \item es - Spanish + \end{itemize} +\item The Dig + \begin{itemize} + \item jp - Japanese + \item zh - Chinese + \item kr - Korean + \end{itemize} +\item Curse of Monkey Island + \begin{itemize} + \item en - English (default) + \item de - German + \item fr - French + \item it - Italian + \item pt - Portuguese + \item es - Spanish + \item jp - Japanese + \item zh - Chinese + \item kr - Korean + \end{itemize} +\item Beneath a Steel Sky + \begin{itemize} + \item gb - English (Great Britain) (default) + \item en - English USA + \item de - German + \item fr - French + \item it - Italian + \item pt - Portuguese + \item es - Spanish + \item se - Swedish + \end{itemize} +\item Simon the Sorcerer 1 \& 2 + \begin{itemize} + \item en - English (default) + \item de - German + \item fr - French + \item it - Italian + \item es - Spanish + \item hb - Hebrew + \end{itemize} +\item Broken Sword 1 + \begin{itemize} + \item en - English (default) + \item de - German + \item fr - French + \item it - Italian + \item es - Spanish + \item pt - Portuguese + \item cz - Czech + \end{itemize} +\end{itemize}
\ No newline at end of file diff --git a/doc/05_03.tex b/doc/05_03.tex new file mode 100644 index 0000000000..413be8bb8b --- /dev/null +++ b/doc/05_03.tex @@ -0,0 +1,47 @@ +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + + +\subsection {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 +3x filter you'll get 960x600.\\ +They are:\\ +\begin{tabular}[h]{ll} + normal & No filtering, no scaling. Fastest.\\ + 2x & No filtering, factor 2x (default for non 640x480 games).\\ + 3x & No filtering, factor 3x.\\ + 2xsai & 2xsai filter, factor 2x.\\ + super2xsai & Enhanced 2xsai filtering, factor 2x.\\ + supereagle & Less blurry than 2xsai, but slower. Factor 2x.\\ + advmame2x & Doesn't rely on blurring like 2xSAI, fast. Factor 2x.\\ + advmame3x & Doesn't rely on blurring like 2xSAI, fast. Factor 3x.\\ + hq2x & Very nice high quality filter but slow. Factor 2x.\\ + hq3x & Very nice high quality filter but slow. Factor 3x.\\ + tv2x & Interlace filter, tries to emulate a TV. Factor 2x.\\ + dotmatrix & Dot matrix effect. Factor 2x.\\ +\end{tabular}\\ + +To select a graphics filter, pass its name via the '-g' option to scummvm, +for example: + +\begin{verbatim} + scummvm -g advmame2x monkey2 +\end{verbatim} +\begin{enumerate} +\item [Note \#1] Not all backends support all or any filters. The ones + listed above are for the default SDL backend. +\item [Note \#2] Filters can be very slow when ScummVM is compiled in a + debug configuration without optimizations. And there is always a + speed impact when using any form of anti-aliasing/linear filtering. +\item [Note \#3] The Fm Towns version of Zak (zaktowns target) uses an + original resolution of 320x240 - hence for this game scalers will + scale to 640x480 or 960x720. +\end{enumerate}
\ No newline at end of file diff --git a/doc/05_04.tex b/doc/05_04.tex new file mode 100644 index 0000000000..74ce723835 --- /dev/null +++ b/doc/05_04.tex @@ -0,0 +1,72 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\subsection{Hot Keys} +ScummVM supports various in game hotkeys. They differ between the SCUMM and +Simon games. +\begin{itemize} +\item Common:\\ + \begin{tabular}{ll} + Ctrl-z OR Alt-x & Quit\\ + Keyboard Arrow Keys & Simulate mouse movement\\ + Ctrl-f & Toggle fast mode.\\ + Ctrl-m & Toggle mouse capture\\ + Ctrl-Alt 1-8 & Switch between graphics filters\\ + Ctrl-Alt + and - & Increase/Decrease the scale factor\\ + Ctrl-Alt a & Toggle aspect-ratio correction on/off.\\ + & Most of the games use a 320x200 pixel\\ + & resolution, which may look squashed on\\ + & modern monitors. Aspect-ratio correction\\ + & stretches the image to use 320x240 pixels\\ + & instead, or a multiple thereof.\\ + \end{tabular} +\item Scumm:\\ + \begin{tabular}{ll} + Ctrl 0-9 and Alt 0-9 & Load and save game state\\ + Ctrl-g & Runs in really REALLY fast mode.\\ + Ctrl-d & Starts the debugger.\\ + Tilde (~) & Show/hide the debugging console\\ + Ctrl-s & Shows memory consumption.\\ + $[$ and $]$ & Music volume, down/up\\ + - and + & Text speed, slower/faster\\ + F5 & Displays a save/load box.\\ + Space & Pauses\\ + Period (.) & Skips current line of text in some games\\ + Alt-Enter & Toggles full screen/windowed\\ + Enter & Simulate left mouse button press\\ + Tab & Simulate right mouse button press\\ + \end{tabular} +\item Simon:\\ + \begin{tabular}{ll} + Ctrl 0-9 and Alt 0-9 & Load and save game state\\ + F1 - F3 & Text speed, faster - slower\\ + F10 & Shows all characters and objects you can \\ + & interact with\\ + - and + & Music volume, down/up\\ + m & Music on/off\\ + s & Sound effects on/off\\ + b & Background sounds on/off\\ + p & Toggles pause\\ + t & Switch between speech and subtitles\\ + v & Switch between subtitles only and\\ + & combined speech \& subtitles.\\ + & (Simon the Sorcerer 2 only)\\ + \end{tabular} +\item Beneath a Steel Sky:\\ + \begin{tabular}{ll} + Ctrl 0-9 and Alt 0-9 & Load and save game state\\ + Ctrl-g & Runs in really REALLY fast mode.\\ + F5 & Displays a save/load box.\\ + Escape & Skips the game intro.\\ + Period (.) & Skips current line of text.\\ + \end{tabular} +\end{itemize} +Note that using ctrl-f and ctrl-g are not recommended: games can crash when +being ran faster than their normal speed, as scripts will lose synchronisation. +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: diff --git a/doc/05_05.tex b/doc/05_05.tex new file mode 100644 index 0000000000..7fb138b279 --- /dev/null +++ b/doc/05_05.tex @@ -0,0 +1,20 @@ +\subsection {Using data files from Macintosh game versions} +All LucasArts SCUMM based adventures except CMI also exist in versions for the +Macintosh. ScummVM can use most (all?) of them, however, in some case some +additional work is required. First off, if you are not using a Macintosh for +this, accessing the CD/floppy data might be tricky. There are various tools on +the net for this, though.\\ +\quad\\ +Secondly, most of the newer games shipped only with a single data file on the +Macintosh. You first have to run the 'rescumm' tool from the scummvm-tools +package to extract the data files ScummVM expects. You invoke rescumm like +this (where DATAFILE is the path to the single big data file):\\ +\begin{verbatim} + rescumm DATAFILE +\end{verbatim} +It will extract the data into the current directory, so make sure to +run it from a writable directory. +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: diff --git a/doc/06.tex b/doc/06.tex new file mode 100644 index 0000000000..453df54137 --- /dev/null +++ b/doc/06.tex @@ -0,0 +1,24 @@ +\section {Savegames} +Savegames are by default put in the current directory. You can specify the save +in the config file by setting the savepath parameter. See the example config +file later in this readme.\\ +~\\ +You can also use the environment variable SCUMMVM\_SAVEPATH to specify where to +put save games. Don't forget the trailing directory separator. Also be aware +that saved games may break between ScummVM releases.\\ +~\\ +Bash (Unix) example: +\begin{verbatim} + export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/ +\end{verbatim} +Windows example: +\begin{verbatim} + set SCUMMVM_SAVEPATH=C:\saved_games\ +\end{verbatim} + +%%next section +\input {06_01.tex} +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: diff --git a/doc/06_01.tex b/doc/06_01.tex new file mode 100644 index 0000000000..1e03c5b5a9 --- /dev/null +++ b/doc/06_01.tex @@ -0,0 +1,5 @@ +\subsection {Autosaves} +Because ScummVM is still a beta product, it -can- crash and/or hang +occasionally. As such, every five minutes it will save a game in Slot 0. This +game can be loaded via Ctrl-0, or the F5 menu. This autosaving does not, +however, occur with Simon the Sorcerer 1 and 2. diff --git a/doc/07.tex b/doc/07.tex new file mode 100644 index 0000000000..f266e13b95 --- /dev/null +++ b/doc/07.tex @@ -0,0 +1,36 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\section{Music and Sound} +By default, on most operating systems, ScummVM will automatically use Adlib +emulation. MIDI may not be available on all operating systems or may need +manual configuration. If you ARE using MIDI, you have several different +choices of output, depending on your operating system and configuration.\\ +\begin{tabular}[h]{ll} + adlib & Uses internal Adlib Emulation (default)\\ + pcjr & Uses internal PCjr Emulation \\ + pcspk & Uses internal PC Speaker Emulation\\ + towns & Uses FM-Towns YM2612 Emulation\\ + windows & Windows MIDI. Uses built-in sequencer, for Windows users\\ + seq & Uses /dev/sequencer for MIDI, *nix users. See below.\\ + qt & Quicktime sound, for Macintosh users.\\ + core & CoreAudio sound, for MacOS X users.\\ + amidi & Uses the MorphOS MIDI system, for MorphOS users\\ + alsa & Output using ALSA sequencer device. See below.\\ + null & Null output. Don't play any music.\\ +\end{tabular}\\ +~\\ +To select a sound driver, pass its name via the '-e' option to scummvm, +for example: +\begin{verbatim} + scummvm -e adlib monkey2 +\end{verbatim} + +\input {07_01.tex} +\input {07_02.tex} +\input {07_03.tex} +\input {07_04.tex} +\input {07_05.tex}
\ No newline at end of file diff --git a/doc/07_01.tex b/doc/07_01.tex new file mode 100644 index 0000000000..9b1c5ded44 --- /dev/null +++ b/doc/07_01.tex @@ -0,0 +1,11 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\subsection{Playing sound with Adlib emulation} + +By default an Adlib card will be emulated and ScummVM will output the music +as sampled waves. This is the default mode for most games, and offers the +best compatibility between machines and games.
\ No newline at end of file diff --git a/doc/07_02.tex b/doc/07_02.tex new file mode 100644 index 0000000000..d505e8d26e --- /dev/null +++ b/doc/07_02.tex @@ -0,0 +1,15 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\subsection{Playing sound with MIDI emulation} + +Some games (such as Sam and Max) only contain MIDI music data. This once +prevented music for these games from working on platforms that do not support +MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will +not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled +waves and Adlib emulation using the -eadlib option. However, if you are capable +of using native MIDI, we recommend using one of the MIDI modes below for best +sound. diff --git a/doc/07_03.tex b/doc/07_03.tex new file mode 100644 index 0000000000..421844bce9 --- /dev/null +++ b/doc/07_03.tex @@ -0,0 +1,11 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\subsection{Playing sound with Native MIDI} + +Use the appropriate -e<mode> command line option from the list above to +select your preferred MIDI device. For example, if you wish to use the +Windows MIDI driver, use the -ewindows option. diff --git a/doc/07_04.tex b/doc/07_04.tex new file mode 100644 index 0000000000..8635bcbc32 --- /dev/null +++ b/doc/07_04.tex @@ -0,0 +1,87 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\subsection{Playing sound with Sequencer MIDI} + +If your soundcard driver supports a sequencer, you may set the environment +variable "SCUMMVM\_MIDI" to your sequencer device - e.g., /dev/sequencer\\ +~\\ +If you have problems with not hearing audio in this configuration, it is +possible you will need to set the "SCUMMVM\_MIDIPORT" variable to 1 or 2. This +selects the port on the selected sequencer to use. Then start scummvm with the +-eseq parameter. This should work on several cards, and may offer better +performance and quality than Adlib emulation. However, for those systems where +sequencer support does not work, you can always fall back on Adlib emulation. + + +\subsubsection{Playing sound with ALSA sequencer} + +If you have installed the ALSA driver with the sequencer support, then +set the environment variable SCUMMVM\_PORT or the config file parameter +alsa\_port to your sequencer port. The default is "65:0".\\ +~\\ +Here is a little howto on how to use the ALSA sequencer with your soundcard. +In all cases, to have a list of all the sequencer ports you have, try the +command +\begin{verbatim} + aconnect -o -l +\end{verbatim} +This should give output similar to: + +\begin{verbatim} +client 64: 'External MIDI 0' [type=kernel] + 0 'MIDI 0-0 ' +client 65: 'Emu10k1 WaveTable' [type=kernel] + 0 'Emu10k1 Port 0 ' + 1 'Emu10k1 Port 1 ' + 2 'Emu10k1 Port 2 ' + 3 'Emu10k1 Port 3 ' +client 128: 'Client-128' [type=user] + 0 'TiMidity port 0 ' + 1 'TiMidity port 1 ' +\end{verbatim} +% +This means the external MIDI output of the sound card is located on the +port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2 +and 65:3, and two TiMidity ports, located at 128:0 and 128:1.\\ +~\\ +If you have a FM-chip on your card, like the SB16, then you have to load +the soundfonts using the sbiload software. \\ +Example: +\begin{verbatim} + sbiload -p 65:0 /etc/std.o3 /etc/drums.o3 +\end{verbatim} +% +If you have a WaveTable capable sound card, you have to load a sbk or sf2 +soundfont using the sfxload software\\ +Example: +\begin{verbatim} + sfxload /path/to/8mbgmsfx.sf2 +\end{verbatim} +% +If you don't have a MIDI capable soundcard, there are two options: FluidSynth +and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag' +behind music. This is very noticable in iMUSE-enabled games, which use fast +and dynamic music transitions. Running TiMidity as root will allow it to +setup real time priority, which may reduce music lag.\\ +~\\ +Asking TiMidity to become an ALSA sequencer: +\begin{verbatim} + timidity -iAqqq -B2,8 -Os1S -s 44100 & +\end{verbatim} +If you get distorted output with this setting, you can try dropping the +-B2,8 or changing the value.\\ +~\\ +Asking FluidSynth to become an ALSA sequencer (using SoundFonts): +\begin{verbatim} + fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2 +\end{verbatim} +% +Once either TiMidity or FluidSynth are running, use +\begin{verbatim} + aconnect -o -l +\end{verbatim} +as described earlier in this section.
\ No newline at end of file diff --git a/doc/07_05.tex b/doc/07_05.tex new file mode 100644 index 0000000000..56525ddebf --- /dev/null +++ b/doc/07_05.tex @@ -0,0 +1,81 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\subsection{Using MP3 files for CD audio} + +Use LAME or some other mp3 encoder to rip the cd audio tracks to files. Name +the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support +to use this option. You'll need to rip the file from the CD as a WAV file, +then encode the MP3 files in constant bit rate. This can be done with the +following LAME command line: + +\begin{verbatim} + lame -t -q 0 -b 96 track1.wav track1.mp3 +\end{verbatim} + + +\subsubsection{Using Ogg Vorbis files for CD audio} + +Use oggenc or some other vorbis encoder to encode the audio tracks to files. +Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis +support to use this option. You'll need to rip the files from the CD as a WAV +file, then encode the vorbis files. This can be done with the following oggenc +command line with the value after q specifying the desired quality from 0 to 10: + +\begin{verbatim} + oggenc -q 5 track1.wav +\end{verbatim} + + +\subsubsection{Compressing MONSTER.SOU with MP3} + +You need LAME, and our extract util from the scummvm-tools package to perform +this task, and ScummVM must be compiled with MAD support. + +\begin{verbatim} + extract monster.sou +\end{verbatim} +% +Eventually you will have a much smaller monster.so3 file, copy this file +to your game directory. You can safely remove the monster.sou file. + + +\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis} + +As above, but ScummVM must be compiled with OGG support. Run: + +\begin{verbatim} + extract --vorbis monster.sou +\end{verbatim} +% +This should produce a smaller monster.sog file, which you should copy to your +game directory. Ogg encoding may take a considerable longer amount of time +than MP3, so have a good book handy. + + +\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2} + +Use our simon2mp3 util from the scummvm-tools package to perform +this task, and ScummVM must be compiled with MAD or VORBIS support.\\ + +\begin{tabular}[h]{ll} + simon2mp3 effects &(For simon1acorn)\\ + simon2mp3 simon &(For simon1acorn)\\ + simon2mp3 effects.voc&(For simon1talkie)\\ + simon2mp3 simon.voc &(For simon1talkie)\\ + simon2mp3 simon.wav &(For simon1win)\\ + simon2mp3 simon2.voc &(For simon2talkie)\\ + simon2mp3 simon2.wav &(For simon2win)\\ +\end{tabular}\\ +~\\ +For Ogg Vorbis add --vorbis, ie + +\begin{verbatim} + simon2mp3 --vorbis +\end{verbatim} +% +Eventually you will have a much smaller *.mp3 or *.ogg file, copy this +file to your game dir. You can safely remove the old file. diff --git a/doc/08.tex b/doc/08.tex new file mode 100644 index 0000000000..364d6a30d7 --- /dev/null +++ b/doc/08.tex @@ -0,0 +1,143 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\section{Configurations Files} + + +By default, the configuration file is saved in, and loaded from: + +\begin{itemize} +\item Windows: <windir>$\backslash$ scummvm.ini +\item Unix: ~/.scummvmrc +\item Mac OS X: ~/Library/Preferences/ScummVM Preferences +\item Others: scummvm.ini in the current directory +\end{itemize} +% +An example config file looks as follows: +% +\begin{verbatim} + [scummvm] + gfx_mode=supereagle + fullscreen=true + savepath=C:\saves\ + + [sky] + path=C:\games\SteelSky\ + + [germansky] + gameid=sky + language=de + path=C:\games\SteelSky\ + description=Beneath a Steel Sky w/ German subtitles + + [germandott] + gameid=tentacle + path=C:\german\tentacle\ + description=German version of DOTT + + [tentacle] + path=C:\tentacle\ + subtitles=true + master_volume=98 + music_volume=40 + sfx_volume=255 + + [loomcd] + cdrom=1 + path=C:\loom\ + talkspeed=55 + savepath=C:\loom\saves\ + + [monkey2] + path=C:\amiga_mi2\ + music_driver=windows + amiga=true +\end{verbatim} +% +The following keywords are recognized: + +\begin{tabular}[hf]{lll} + basename &string\\ + path &string The path to where a game's data files are\\ + read\_only &bool If true, ScummVM will never try to overwrite\\ + & the configuration file.\\ + save\_slot &number The save game number to load on startup.\\ + savepath &string The path to where a game will store its\\ + & savegames.\\ + versioninfo &string The version of the ScummVM that created the\\ + & configuration file.\\ +\\ + gameid &string The real id of a game. Useful if you have\\ + & several versions of the same game, and want\\ + & different aliases for them. See the example.\\ + description &string The description of the game as it will appear\\ + & in the launcher.\\ +\\ + language &string Specify language (en, de, fr, it, pt, es, jp,\\ + & zh, kr,se, gb, hb, cz)\\ + subtitles &bool Set to true to enable subtitles.\\ + talkspeed &number Text speed (default: 60)\\ +\\ + fullscreen &bool Fullscreen mode\\ + aspect\_ratio &bool Enable aspect ratio correction\\ + gfx\_mode &string Graphics mode (normal, 2x, 3x, 2xsai,\\ + & super2xsai, supereagle, advmame2x, advmame3x,\\ + & hq2x, hq3x, tv2x, dotmatrix)\\ +\\ + cdrom &number Number of CD-ROM unit to use for audio. If\\ + & negative, don't even try to access the CD-ROM.\\ + joystick\_num &number Number of joystick device to use for input\\ + master\_volume &number The master volume setting (0-255)\\ + music\_driver &string The music engine to use.\\ + 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.\\ + native\_mt32 &bool If true, disable GM emulation and assume that\\ + & there is a true Roland MT-32 available.\\ + sfx\_volume &number The sfx volume setting (0-255)\\ + tempo &number The music tempo (50-200) (default: 100)\\ +\\ + copy\_protection&bool Enable copy protection in SCUMM games ,when\\ + & ScummVM disables it by default.\\ + demo\_mode &bool Start demo in Maniac Mansion (Classic version)\\ + floppy\_intro &bool Use floppy version of introduction in Beneath\\ + & a Steel Sky (CD version)\\ +\\ + boot\_param &number Pass this number to the boot script\\ + debuglevel &number Enable debug output. The higher number, the\\ + & more verbose output.\\ +\end{tabular}\\ +~\\ +Broken Sword II adds the following non-standard keywords:\\ +\begin{tabular}[h]{lll} + gfx\_details &number &Graphics details setting (0-3)\\ + music\_mute &bool &If true, music is muted\\ + object\_labels &bool &If true, object labels are enabled\\ + reverse\_stereo &bool &If true, stereo channels are reversed\\ + sfx\_mute &bool &If true, sound effects are muted\\ + speech\_mute &bool &If true, speech is muted\\ + speech\_volume &number &The speech volume setting (0-255)\\ +\end{tabular}\\ +~\\ +Flight of the Amazon Queen adds the following non-standard keywords:\\ +\begin{tabular}[h]{lll} + alt\_intro &bool &Use alternative version of introduction\\ + music\_mute &bool &If true, music is muted\\ + sfx\_mute &bool &If true, sound effects are muted\\ + speech\_mute &bool &If true, speech is muted\\ +\end{tabular}\\ +Simon the Sorcerer 1 \& 2 add the following non-standard keywords:\\ +~\\ +\begin{tabular}[h]{lll} + fade &bool &If true, fade effect is enabled\\ + music\_mute &bool &If true, music is muted\\ + slow\_down &number &Makes games slower (1- 10)\\ + sfx\_mute &bool &If true, sound effects are muted\\ + speech\_mute &bool &If true, speech is muted\\ + & &[Simon the Sorcerer 2 only]\\ +\end{tabular} diff --git a/doc/09.tex b/doc/09.tex new file mode 100644 index 0000000000..21206666f6 --- /dev/null +++ b/doc/09.tex @@ -0,0 +1,75 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\section{Compiling} + +You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and +a supported compiler. Several compilers, including GCC, mingw and Microsoft +Visual C++ are supported. If you wish to use MP3-compressed CD tracks or +.SOU files, you will need to install the MAD library and define +USE\_MAD. Tools for compressing .SOU files to .SO3 files can be +found in the 'tools' CVS module, or in the 'scummvm-tools' package.\\ +~\\ +You can also comment/uncomment appropriate lines in the build.rules file to +use sdl\_gl.cpp instead of sdl.cpp. This allows hardware accelerated bilinear +filtering by using OpenGL textures.\\ +~\\ +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: + \begin{itemize} + \item Type ./configure + \item Type make (or gmake if that's what GNU make is called on your + system) and hopefully ScummVM will compile for you. + \end{itemize} +MingW - Windows 5/98/ME/NT/2000/XP/2003: + \begin{itemize} + \item Open Makefile.mingw, alter SDL paths and choose compiling + options. + \item Type make -f Makefile.mingw, hopefully ScummVM will compile for you. + \end{itemize} +MS Visual C++: + \begin{itemize} + \item Open the workspace, scummwm.dsw + \item Enter the path to the SDL include files in + Tools|Options|Directories + \item Now it should compile successfully. + \end{itemize} +PocketPC Windows CE: + \begin{itemize} + \item Download the SDLAudio library:\\ + http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip + \item Open and compile the SDLAudio WCEBuild/WCEBuild workspace in + EVC++ + \item Open the ScummVM wince/PocketScumm workspace + \item Enter the SDLAudio directory to your includes path + \item Enter the compiled SDLAudio.lib to your link libraries list + \item Now it should compile successfully + \end{itemize} +Debian GNU/Linux: + \begin{itemize} + \item Install the packages 'build-essential', 'fakeroot', 'debhelper', + and 'libsdl1.2-dev' on your system. + \item nstall any of these packages (optional): 'libvorbis-dev' (for Ogg + Vorbis support), 'libasound2-dev' (for ALSA sequencer support), + 'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed + saves support). + \item Run 'make deb' + \item Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done. + \end{itemize} +Mac OS X: +\begin{itemize} +\item Make sure you have the developer tools installed. +\item Edit backends/sdl/build.rules, and enable the Mac OS X specific + line(s). +\item Depending on where you have installed SDL, you have to add the + location of its headers to the INCLUDES variables. For example if you + installed SDL via Fink, you can add this at the end of build.rules: + INCLUDES+= -I/sw/include +\item You can now 'make' to create a command line binary. +\item To get a version you can run from Finder, type 'make bundle' which + will create ScummVM.app. +\end{itemize}
\ No newline at end of file diff --git a/doc/10.tex b/doc/10.tex new file mode 100644 index 0000000000..fd52979a77 --- /dev/null +++ b/doc/10.tex @@ -0,0 +1,85 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\section{Credits} +\begin{itemize} +\item The ScummVM Team:\\ + \begin{tabular}[h]{ll} + James Brown & Lead developer\\ + Max Horn & Lead developer\\ + Torbjorn Andersson & Engine: SCUMM, Broken Sword II\\ + David Eriksson & Engine: Flight of the Amazon Queen\\ + Robert Goeffringmann & Engine: Beneath a Steel Sky (maintainer)\\ + Jonathan Gray & Engine: SCUMM, Broken Sword II\\ + Oliver Kiehl & Engine: Beneath a Steel Sky, Simon\\ + Pawel Kolodziejski & Engine: SCUMM (Codecs, iMUSE, Smush, etc.)\\ + Gregory Montoir & Engine: Flight of the Amazon Queen\\ + Joost Peters & Engine: Beneath a Steel Sky,\\ + & Flight of the Amazon Queen\\ + Eugene Sandulenko & Engine: SCUMM (FT INSANE, bugfixes)\\ + Chris Apers & Port: PalmOS\\ + Nicolas Bacca & Port: PocketPC/WinCE port\\ + Marcus Comstedt & Port: Dreamcast\\ + Ruediger Hanke & Port: MorphOS\\ + Travis Howell & Port: Win32, Engine: Simon (maintainer)\\ + Peter Moraliyski & Port: GP32\\ + Lionel Ulmer & Port: X11\\ + Jamieson Christian & iMUSE, MIDI, all things musical.\\ + Jochen Hoenicke & Speaker \& PCjr sound support, Adlib work\\ + Jeremy Newman & Webmaster\\ + \end{tabular} +\item Retired Team Members:\\ + \begin{tabular}[h]{ll} + Ralph Brorsen & Help with GUI implementation\\ + Vincent Hamm & Co-Founder\\ + Felix Jakschitsch & Zak256 reverse engineering\\ + Mutwin Kraus & Original MacOS porter\\ + Ludvig Strigeus & Original ScummVM and SimonVM author\\ + \end{tabular} +\item Contributors:\\ + \begin{tabular}{ll} + Andreas Rover & Broken Sword 1/2 MPEG2 cutscene support\\ + Quietust & Sound support for Amiga SCUMM V2 - V3 games\\ + Stuart Caie & Decoders for Simon 1 Amiga data files\\ + Janne Huttunen & V3 actor mask support, Dig/FT Smush audio\\ + Kovacs Endre Janos & Several fixes for Simon1\\ + Jeroen Janssen & Numerous readability and bugfix patches\\ + Claudio Matsuoka & Daily Linux/BeOS builds \\ + Mikesch Nepomuk & MI1 VGA floppy patches.\\ + Nicolas Noble & Config file and ALSA support\\ + Edward Rudd & Fixes for playing MP3 versions of MI1/Loom audio\\ + Daniel Schepler & Final MI1 CD music support/\\ + & Initial Ogg Vorbis support\\ + Andre Souza & SDL-based OpenGL renderer\\ + Tim 'realmz' & Initial MI1 CD music support\\ + Tore Anderson & Packaging for Debian GNU/Linux\\ + Hannes Niederhausen & Readme Conversion\\ + \end{tabular}\\ +~\\ +And to all the contributors, users, and beta testers we've missed.\\ +Thanks! +\item Special thanks to:\\ + \begin{tabular}{ll} + Sander Buskens & For his work on the initial reversing of Monkey2\\ + Kevin Carnes & For Scumm16, the basis of ScummVM older gfx codec\\ + Jim Leiterman & Various info on his Fm Towns/Marty SCUMM ports\\ + Jimmi Thogersen & For ScummRev, and much obscure code/documentation\\ + \end{tabular}\\ +~\\ + Tony Warriner and everyone at Revolution Software Ltd. for sharing + with us the source of some of their brilliant games, allowing us to + release Beneath a Steel Sky as freeware... and generally being + supportive above and beyond the call of duty.\\ + ~\\ + Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at + LucasFilm/LucasArts who made SCUMM the insane mess to reimplement + that it is today. Feel free to drop us a line and tell us what you + think, guys! +\end{itemize} +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: diff --git a/doc/readme.tex b/doc/readme.tex new file mode 100644 index 0000000000..e2001412fa --- /dev/null +++ b/doc/readme.tex @@ -0,0 +1,42 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: t +%%% End: +\documentclass [a4paper,12pt]{article} +%\author {Hannes Niederhausen} +\title {ScummVM ReadMe} + +\usepackage {times} +\usepackage {fancyhdr} +\usepackage [latin1] {inputenc} + +\date {2004/01/18} + +\begin{document} +% +\pagestyle {empty} +\fancyhf {} +\fancyhead [LE, RO] {\thepage} +\fancyhead [RE, LO] {ScummVM ReadMe} +\renewcommand {\headrulewidth} {1pt} +% +\maketitle +\newpage +\thispagestyle {empty} +\tableofcontents +% +\newpage +\pagestyle {fancy} +\input {01.tex} +\input {02.tex} +\input {03.tex} +\input {04.tex} +\input {05.tex} +\input {06.tex} +\input {07.tex} +\input {08.tex} +\input {09.tex} +\input {10.tex} + +\end {document}
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