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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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