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-rw-r--r--doc/02.tex16
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-rw-r--r--doc/03.tex91
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diff --git a/doc/01.tex b/doc/01.tex
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+
+%%% 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
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+
+%%% 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
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+\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
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+
+%%% 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
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+\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
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+\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
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+\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
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+
+%%% 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
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+
+%%% 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
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+
+%%% 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
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+\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
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+\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
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@@ -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} \ No newline at end of file