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@@ -11,7 +11,9 @@ at: http://www.scummvm.org/ Table of Contents: ------------------ -1.0) About +1.0) Introduction + * 1.1 About ScummVM + * 1.2 Quick start 2.0) Contact * 2.1 Reporting Bugs 3.0) Supported Games @@ -59,13 +61,16 @@ Table of Contents: 9.0) Compiling -1.0) About: ----- ------ +1.0) Introduction: +---- ------------- + +1.1) About ScummVM: +---- -------------- ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data -files. The clever part about this: ScummVM just replaces the -executables shipped with the game, allowing you to play them on -systems for which they were never designed! +files. The clever part about this: ScummVM just replaces the executables +shipped with the game, allowing you to play them on systems for which +they were never designed! Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 @@ -73,30 +78,63 @@ and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, -Sam and Max and more. You can find a thorough list with details on -which games are supported and how well on the compatibility -page. ScummVM is continually improving, so check back often. +Sam and Max and more. You can find a thorough list with details on which +games are supported and how well on the compatibility page. ScummVM is +continually improving, so check back often. -Among the systems on which you can play those games are Windows, -Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, -PSP, PS2, SymbianOS/EPOC, iPhone and many more. +Among the systems on which you can play those games are Windows, Linux, +Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2, +SymbianOS/EPOC, iPhone and many more. At this time ScummVM should be considered beta software, and is still under heavy development. Be aware that whilst we attempt to make sure -that many games can be completed with few major bugs, crashes can happen. +that many games can be completed with few major bugs, crashes can +happen. If you enjoy ScummVM feel free to donate using the PayPal button on the -ScummVM homepage. This will help us buy utilities needed to develop ScummVM -easier and quicker. If you cannot donate, help and contribute a patch! +ScummVM homepage. This will help us buy utilities needed to develop +ScummVM easier and quicker. If you cannot donate, help and contribute a +patch! + +1.2) Quick start: +---- ------------ +For the impatient among you, here is how to get ScummVM running in five +simple steps. + +1. Download ScummVM from <http://www.scummvm.org/downloads.php> and +install it. + +2. Create a directory on your hard drive and copy the game datafiles +from the original media to this directory. Repeat this for every game +you want to play. + +3. Start ScummVM, choose 'Add game', select the directory with the game +datafiles (do not try to select the datafiles themselves!) and press +'Choose'. + +4. A dialog should popup allowing you to configure various settings if +you wish to (it should be just fine to leave everything at its default, +though). Confirm the dialog. + +5. Select the game you want to play in the list, and press 'Start'. + +In the future, you should be able to directly skip to step 5, unless you +want to add more games. + +Hint: If you want to add multiple games in one go, try pressing and +holding the shift key before clicking 'Add game' -- its label will +change to 'Mass Add' and if you press it, you are again asked to select +a directory, only this time ScummVM will search through all +subdirectoriess for supported games. 2.0) Contact: ---- -------- The easiest way to contact the ScummVM team is by submitting bug reports (see section 2.1) or by using our forums at http://forums.scummvm.org . -You can also join and e-mail the scummvm-devel mailing list, or chat with -us on IRC (#scummvm on irc.freenode.net) Please do not ask us to support -an unsupported game -- read the FAQ on our web site first. +You can also join and e-mail the scummvm-devel mailing list, or chat +with us on IRC (#scummvm on irc.freenode.net) Please do not ask us to +support an unsupported game -- read the FAQ on our web site first. 2.1) Reporting Bugs: @@ -250,8 +288,8 @@ SCUMM Games by Humongous Entertainment: The following games should load, but are not yet fully playable. Play these at your own risk, and please do not file bug reports about them. -If you want the latest updates on game compatibility, visit our web -site and view the compatibility chart. +If you want the latest updates on game compatibility, visit our web site +and view the compatibility chart. Backyard Baseball [baseball] Backyard Soccer [soccer] @@ -263,24 +301,24 @@ by ScummVM (yet): Other Humongous Entertainment games -Please be aware that the engines may contain bugs and unimplemented features -that sometimes make it impossible to finish the game. Save often, and please -file a bug report (instructions on submitting bug reports are above) if you -encounter such a bug in a 'supported' game. +Please be aware that the engines may contain bugs and unimplemented +features that sometimes make it impossible to finish the game. Save +often, and please file a bug report (instructions on submitting bug +reports are above) if you encounter such a bug in a 'supported' game. 3.1) Copy Protection: ---- ---------------- -The ScummVM team does not condone piracy. However, there are cases -where the game companies (such as LucasArts) themselves bundled -'cracked' executables with their games -- in these cases the data -files still contain the copy protection scripts, but the interpreter -bypasses them (similar to what an illegally cracked version might do, -only that here the producer of the game did it). There is no way for -us to tell the difference between legitimate and pirated data files, -so for the games where we know that a cracked version of the original -interpreter was sold at some point, ScummVM will always have to bypass -the copy protection. +The ScummVM team does not condone piracy. However, there are cases where +the game companies (such as LucasArts) themselves bundled 'cracked' +executables with their games -- in these cases the data files still +contain the copy protection scripts, but the interpreter bypasses them +(similar to what an illegally cracked version might do, only that here +the producer of the game did it). There is no way for us to tell the +difference between legitimate and pirated data files, so for the games +where we know that a cracked version of the original interpreter was +sold at some point, ScummVM will always have to bypass the copy +protection. In some cases ScummVM will still show the copy protection screen. Try entering any answer. Chances are that it will work. @@ -306,32 +344,32 @@ ScummVM will skip copy protection in the following games: 3.2) Commodore64 games notes: ---- ------------------------ -Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not -yet playable. Simply name the D64 disks "maniac1.d64" and -"maniac2.d64" respectively "zak1.d64" and "zak2.d64", then ScummVM -should be able to automatically detect the game if you point it at the -right directory. +Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet +playable. Simply name the D64 disks "maniac1.d64" and "maniac2.d64" +respectively "zak1.d64" and "zak2.d64", then ScummVM should be able to +automatically detect the game if you point it at the right directory. Alternatively, you can use 'extract_mm_c64' from the tools package to extract the data files. But then the game will not be properly -autodetected by ScummVM, and you must make sure that the platform is -set to Commodore64. We recommend using the much simpler approach -described in the previous paragraph. +autodetected by ScummVM, and you must make sure that the platform is set +to Commodore64. We recommend using the much simpler approach described +in the previous paragraph. 3.3) Maniac Mansion NES notes: ---- ------------------------- -Supported versions are English GB (E), French (F), German (G), Swedish (SW) -and English US (U). -ScummVM requires just the PRG section to run and not the whole ROM. +Supported versions are English GB (E), French (F), German (G), Swedish +(SW) and English US (U). ScummVM requires just the PRG section to run +and not the whole ROM. In order to get the game working, you will have to strip out the first -16 bytes from the ROM you are trying to work with. Any hex editor will work -as long as you are able to copy/paste. After you open the ROM with the -hex editor, copy everything from the second row (17th byte) to the end. -After you do this, paste it to a new hex file. Name the new file -"Maniac Mansion (XX).prg" while XX stands for the version you are working -with (E, F, G, SW, or U). The final size should be exactly 262144 bytes. +16 bytes from the ROM you are trying to work with. Any hex editor will +work as long as you are able to copy/paste. After you open the ROM with +the hex editor, copy everything from the second row (17th byte) to the +end. After you do this, paste it to a new hex file. Name the new file +"Maniac Mansion (XX).prg" while XX stands for the version you are +working with (E, F, G, SW, or U). The final size should be exactly +262144 bytes. If you add the game manually make sure that the platform is set to NES. @@ -339,33 +377,38 @@ Most common mistakes which prevents the game from running: * Bad file * ROM extracted with the 0.7.0 tools - * You try to feed ScummVM with the FULL ROM and not just the PRG section. + * You try to feed ScummVM with the FULL ROM and not just the PRG + section. -It is also possible to extract the separate LFL files from the PRG section. -To do so use the 'extract_mm_nes' utility from the tools package. +It is also possible to extract the separate LFL files from the PRG +section. To do so use the 'extract_mm_nes' utility from the tools +package. 3.4) Macintosh games notes: ---- ---------------------- -All LucasArts SCUMM based adventures except COMI also exist in versions for the -Macintosh. ScummVM can use most (all?) of them, however, in some cases some -additional work is required. First off, if you are not using a Macintosh for -this, accessing the CD/floppy data might be tricky. The reason for this is -that the mac uses a special disk format called HFS which other systems usually -do not support. However, there are various free tools which allow reading such -HFS volumes. For example "HFVExplorer" for Windows and "hfsutils" for Linux and -other Unix-like operating systems. - -Most of the newer games on the Macintosh shipped with only a single data file -(note that in some cases this data file was made invisible, so you may need -extra tools in order to copy it). ScummVM is able to directly use such a data file; -simply point ScummVM at the directory containing it, and it should work (just like -with every other supported game). - -We also provide a tool called 'extract_scumm_mac' in the tools package to extract the -data from these data files, but this is neither required nor recommended. - -For further information on copying Macintosh game files to your hard disk see: +All LucasArts SCUMM based adventures except COMI also exist in versions +for the Macintosh. ScummVM can use most (all?) of them, however, in some +cases some additional work is required. First off, if you are not using +a Macintosh for this, accessing the CD/floppy data might be tricky. The +reason for this is that the mac uses a special disk format called HFS +which other systems usually do not support. However, there are various +free tools which allow reading such HFS volumes. For example +"HFVExplorer" for Windows and "hfsutils" for Linux and other Unix-like +operating systems. + +Most of the newer games on the Macintosh shipped with only a single data +file (note that in some cases this data file was made invisible, so you +may need extra tools in order to copy it). ScummVM is able to directly +use such a data file; simply point ScummVM at the directory containing +it, and it should work (just like with every other supported game). + +We also provide a tool called 'extract_scumm_mac' in the tools package +to extract the data from these data files, but this is neither required +nor recommended. + +For further information on copying Macintosh game files to your hard +disk see: http://wiki.scummvm.org/index.php/HOWTO-Mac_Games @@ -373,158 +416,166 @@ For further information on copying Macintosh game files to your hard disk see: 3.5) Multi-CD games notes: ---- --------------------- In general, ScummVM does not deal very well with Multi-CD games. This is -because ScummVM assumes everything about a game can be found in one directory. -Even if ScummVM does make some provisions for asking the user to change CD, the -original game executables usually installed a small number of files to the hard -disk. Unless these files can be found on all the CDs, ScummVM will be in trouble. +because ScummVM assumes everything about a game can be found in one +directory. Even if ScummVM does make some provisions for asking the user +to change CD, the original game executables usually installed a small +number of files to the hard disk. Unless these files can be found on all +the CDs, ScummVM will be in trouble. -Fortunately, ScummVM has no problems running the games entirely from hard disk, -if you create a directory with the correct combination of files. Usually, when -a file appears on more than one CD you can pick either of them. +Fortunately, ScummVM has no problems running the games entirely from +hard disk, if you create a directory with the correct combination of +files. Usually, when a file appears on more than one CD you can pick +either of them. 3.6) The Curse of Monkey Island notes: ---- --------------------------------- -For this game, you will need the comi.la0, comi.la1 and comi.la2 files. The -comi.la0 file can be found on either CD, but since they are identical it -doesn't matter which one of them you use. +For this game, you will need the comi.la0, comi.la1 and comi.la2 files. +The comi.la0 file can be found on either CD, but since they are +identical it doesn't matter which one of them you use. -In addition, you will need to create a "resource" subdirectory containing all -of the files from -both- "resource" subdirectories on the two CDs. Some of -the files appear on both CDs, but again they're identical. +In addition, you will need to create a "resource" subdirectory +containing all of the files from -both- "resource" subdirectories on the +two CDs. Some of the files appear on both CDs, but again they're +identical. 3.7) Broken Sword notes: ---- ------------------- Broken Sword 1 and 2 both come with in-game cutscenes compressed using RAD Game Tools' legacy Smacker(tm) format. As RAD is unwilling to open -the older legacy versions of this format to us, and have requested we not -reverse engineer it, Revolution Software has kindly allowed us to provide -re-encoded Broken Sword cutscenes for download on our website: +the older legacy versions of this format to us, and have requested we +not reverse engineer it, Revolution Software has kindly allowed us to +provide re-encoded Broken Sword cutscenes for download on our website: http://www.scummvm.org/downloads.php -These cutscenes are provided in DXA format with FLAC audio. Their quality -is equal to the original games due to the use of lossless compression. -Viewing these cutscenes requires a version of ScummVM compiled with both -FLAC and zlib support. +These cutscenes are provided in DXA format with FLAC audio. Their +quality is equal to the original games due to the use of lossless +compression. Viewing these cutscenes requires a version of ScummVM +compiled with both FLAC and zlib support. -For systems that are too slow to handle the decoding of FLAC audio, -the audio for these cutscenes is also provided separately as OGG Vorbis audio. -Viewing these cutscenes with OGG Vorbis audio requires a version of ScummVM -compiled with both libVorbis and zlib support. +For systems that are too slow to handle the decoding of FLAC audio, the +audio for these cutscenes is also provided separately as OGG Vorbis +audio. Viewing these cutscenes with OGG Vorbis audio requires a version +of ScummVM compiled with both libVorbis and zlib support. -The cutscenes should be placed in the main game data directory. Note that -currently this requires either copying the game to hard disk or burning -customised versions of the game CDs. +The cutscenes should be placed in the main game data directory. Note +that currently this requires either copying the game to hard disk or +burning customised versions of the game CDs. -The instructions for the Broken Sword games are for the Sold-Out Software -versions, which are the ones you are probably most likely to find in stores -now. +The instructions for the Broken Sword games are for the Sold-Out +Software versions, which are the ones you are probably most likely to +find in stores now. 3.7.1) Broken Sword 1: ------ --------------- -For this game, you will need all of the files from the clusters directories on -both CDs. You will also need the speech.clu files from the speech directories, -but since they are not identical you will need to rename them speech1.clu and -speech2.clu for CD 1 and 2 respectively. +For this game, you will need all of the files from the clusters +directories on both CDs. You will also need the speech.clu files from +the speech directories, but since they are not identical you will need +to rename them speech1.clu and speech2.clu for CD 1 and 2 respectively. -In addition, you will need a music subdirectory with all of the files from the -music subdirectories on both CDs. Some of these files appear on both CDs, but -in these cases they are either identical or, in one case, so nearly identical -that it makes little difference. +In addition, you will need a music subdirectory with all of the files +from the music subdirectories on both CDs. Some of these files appear on +both CDs, but in these cases they are either identical or, in one case, +so nearly identical that it makes little difference. -ScummVM does not support the original cutscene files, so there is no need to -copy them. +ScummVM does not support the original cutscene files, so there is no +need to copy them. 3.7.2) Broken Sword 2: ------ --------------- -For this game, you will need all of the files from the clusters directories on -both CDs. (Actually, a few of them may not be strictly necessary, but the ones -that I'm uncertain about are all fairly small.) You will need to rename the -speech.clu and music.clu files speech1.clu, speech2.clu, music1.clu and -music2.clu so that ScummVM can tell which ones are from CD 1 and which ones are -from CD 2. Any other files that appear in both cluster directories are -identical. Use whichever you like. +For this game, you will need all of the files from the clusters +directories on both CDs. (Actually, a few of them may not be strictly +necessary, but the ones that I'm uncertain about are all fairly small.) +You will need to rename the speech.clu and music.clu files speech1.clu, +speech2.clu, music1.clu and music2.clu so that ScummVM can tell which +ones are from CD 1 and which ones are from CD 2. Any other files that +appear in both cluster directories are identical. Use whichever you +like. In addition, you will need the cd.inf and, optionally, the startup.inf files from the sword2 directory on CD 1. -ScummVM does not support the original cutscene files, so there is no need to -copy them. +ScummVM does not support the original cutscene files, so there is no +need to copy them. 3.8) Beneath a Steel Sky notes: ---- -------------------------- -Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file to run -Beneath a Steel Sky. +Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file to +run Beneath a Steel Sky. -This file is available on the 'Downloads' page of the ScummVM -website. You can place it in either the directory containing the other -game data files (SKY.DNR, SKY.DSK), in your extrapath, or in the directory -where your ScummVM executable resides. +This file is available on the 'Downloads' page of the ScummVM website. +You can place it in either the directory containing the other game data +files (SKY.DNR, SKY.DSK), in your extrapath, or in the directory where +your ScummVM executable resides. 3.9) Flight of the Amazon Queen notes: ---- --------------------------------- -In order to use a non-freeware version of Flight of the Amazon Queen (from -original CD), you will need to place the 'queen.tbl' file (available from the -'Downloads' page on our website) in either the directory containing the -'queen.1' game data file, in your extrapath, or in the directory where your -ScummVM executable resides. +In order to use a non-freeware version of Flight of the Amazon Queen +(from original CD), you will need to place the 'queen.tbl' file +(available from the 'Downloads' page on our website) in either the +directory containing the 'queen.1' game data file, in your extrapath, or +in the directory where your ScummVM executable resides. -Alternatively, you can use the 'compress_queen' tool from the tools package to -'rebuild' your FOTAQ data file to include the table for that specific version, -and thus removing the run-time dependency on the 'queen.tbl' file. -This tool also allows you to compress the speech and sound effects with MP3, -OGG or FLAC. +Alternatively, you can use the 'compress_queen' tool from the tools +package to 'rebuild' your FOTAQ data file to include the table for that +specific version, and thus removing the run-time dependency on the +'queen.tbl' file. This tool also allows you to compress the speech and +sound effects with MP3, OGG or FLAC. 3.10) Gobliiins notes: ----- ---------------- -The CD versions of the Gobliiins series contain one big audio track which you -need to rip (see the section on using compressed audio files) and copy into -the game directory if you want to have in-game music without the CD in the -drive all the time. The speech is also in that track and its volume is -therefore changed with the music volume control as well. +The CD versions of the Gobliiins series contain one big audio track +which you need to rip (see the section on using compressed audio files) +and copy into the game directory if you want to have in-game music +without the CD in the drive all the time. The speech is also in that +track and its volume is therefore changed with the music volume control +as well. 3.11) Inherit the Earth: Quest for the Orb notes: ----- ------------------------------------------- -In order to run the Mac OS X Wyrmkeep re-release of the game you will need to -copy over data from the CD to your hard disk. If you're on a PC then consult: +In order to run the Mac OS X Wyrmkeep re-release of the game you will +need to copy over data from the CD to your hard disk. If you're on a PC +then consult: http://wiki.scummvm.org/index.php/HOWTO-Mac_Games -Although it primarily talks about SCUMM games, it mentions the "HFVExplorer" -utility which you need to extract the files. -Note that you have to put the speech data "Inherit the Earth Voices" in the -same directory as the game data which is stored in: +Although it primarily talks about SCUMM games, it mentions the +"HFVExplorer" utility which you need to extract the files. Note that you +have to put the speech data "Inherit the Earth Voices" in the same +directory as the game data which is stored in: Inherit the Earth.app/Contents/Resources -For the old Mac OS 9 release you need to copy the files in MacBinary format, -as they should include both resource and data forks. Copy all 'ITE *' files. +For the old Mac OS 9 release you need to copy the files in MacBinary +format, as they should include both resource and data forks. Copy all +'ITE *' files. 3.12) Simon the Sorcerer 1 and 2 notes: ----- --------------------------------- -If you have the dual version of Simon the Sorcerer 1 or 2 on CD, you will -find the Windows version in the main directory of the CD and the DOS version -in the DOS directory of the CD. +If you have the dual version of Simon the Sorcerer 1 or 2 on CD, you +will find the Windows version in the main directory of the CD and the +DOS version in the DOS directory of the CD. 3.13) The Feeble Files notes: ----- ----------------------- -If you have the Windows version of The Feeble Files, there are several things -to note. +If you have the Windows version of The Feeble Files, there are several +things to note. -Many of the files necessary for the game are stored in an InstallShield file -called data1.cab, which ScummVM is unable to unpack. You will need to use the -original installer or i5comp to unpack the contents of this file. The i5comp -decompression tool, can be found via a search on the internet. +Many of the files necessary for the game are stored in an InstallShield +file called data1.cab, which ScummVM is unable to unpack. You will need +to use the original installer or i5comp to unpack the contents of this +file. The i5comp decompression tool, can be found via a search on the +internet. To use the speech files with ScummVM, they need to be renamed as follows: Rename voices.wav on CD1 to voices1.wav @@ -535,187 +586,191 @@ Rename voices.wav on CD4 to voices4.wav 3.14) The Legend of Kyrandia notes: ----- ----------------------------- -To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat' file, -which can be found on the 'Downloads' page of the ScummVM website. +To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat' +file, which can be found on the 'Downloads' page of the ScummVM website. 3.15) Sierra AGI games Predictive Input Dialog notes: ----- ----------------------------------------------- -The Predictive Input Dialog is a ScummVM aid for running AGI engines games -(which notoriously require command line input) on devices with limited keyboard -support. In these situations since typing with emulated keyboards is quite -tedious, commands can be entered quickly and easily via the Predictive Input -Dialog. - -In order to enable predictive input in AGI games, you need to copy the pred.dic -file in the ScummVM extras folder or the folder of the game you wish to play. -This dictionary has been created by parsing through all known AGI games and -contains the maximum set of common words. - -If the dictionary is detected, the Predictive Input Dialog is displayed either -when you click on the command line area (wherever keyboard input is required, -even in dialog boxes), or in some ports by pressing a designated hot key. +The Predictive Input Dialog is a ScummVM aid for running AGI engines +games (which notoriously require command line input) on devices with +limited keyboard support. In these situations since typing with emulated +keyboards is quite tedious, commands can be entered quickly and easily +via the Predictive Input Dialog. + +In order to enable predictive input in AGI games, you need to copy the +pred.dic file in the ScummVM extras directory or the directory of the +game you wish to play. This dictionary has been created by parsing +through all known AGI games and contains the maximum set of common +words. + +If the dictionary is detected, the Predictive Input Dialog is displayed +either when you click on the command line area (wherever keyboard input +is required, even in dialog boxes), or in some ports by pressing a +designated hot key. The predictive input dialog operates in three modes, switchable by the -(*)Pre/123/Abc button. The primary input method is the predictive mode (Pre) -which resembles the way "fast typing" is performed at phones. The alphabet is -divided into 9 sets which naturally map to the 9 number keys of the numeric -keypad (0 is space). To type in a word, you press once the number of the set -which contains the letter of the word you intend to type, then move on to the -next. For example, to type the command 'look', you should press 5665. As you -gradually type the intended word's numeric code, the dictionary is accessed for -known words matching your input up to that point. As you press more keys, the -prediction converges to the correct word. This is why the printed word may -change dramatically between key presses. There exist situations though where -more than one words share the same numeric representation. For example the -words 'quit' and 'suit' map to the same number, namely 7848. In these cases the -(#)next button lights up. By pressing it, you can cycle through the list of -words sharing the same code and finally accept the correct one by pressing -(0)space or the Ok button. - -The second input method (123) is the numeric input: Each key you press is -entered verbatim as a number. - -The third input method (Abc) is the Multi-tap Alpha input mode. This mode is -intended for entering free text, without assistance from the dictionary scheme -of predictive (Pre) mode. The text is entered one letter at the time. For each -letter first press the number of the set which contains the letter you want, -then use the (#)next button to cycle through the letters and repeat with -another number. For example, to enter the word 'look' you must press the -following: 5##6##6##5# - -The dialog is fully usable with the mouse, but a few provisions have been made -in some ScummVM ports to make its use more comfortable by naturally mapping the -functionality to the numeric keypad. Also, the dialog's buttons can be -navigated with the arrow and the enter keys. +(*)Pre/123/Abc button. The primary input method is the predictive mode +(Pre) which resembles the way "fast typing" is performed at phones. The +alphabet is divided into 9 sets which naturally map to the 9 number keys +of the numeric keypad (0 is space). To type in a word, you press once +the number of the set which contains the letter of the word you intend +to type, then move on to the next. For example, to type the command +'look', you should press 5665. As you gradually type the intended word's +numeric code, the dictionary is accessed for known words matching your +input up to that point. As you press more keys, the prediction converges +to the correct word. This is why the printed word may change +dramatically between key presses. There exist situations though where +more than one words share the same numeric representation. For example +the words 'quit' and 'suit' map to the same number, namely 7848. In +these cases the (#)next button lights up. By pressing it, you can cycle +through the list of words sharing the same code and finally accept the +correct one by pressing (0)space or the Ok button. + +The second input method (123) is the numeric input: Each key you press +is entered verbatim as a number. + +The third input method (Abc) is the Multi-tap Alpha input mode. This +mode is intended for entering free text, without assistance from the +dictionary scheme of predictive (Pre) mode. The text is entered one +letter at the time. For each letter first press the number of the set +which contains the letter you want, then use the (#)next button to cycle +through the letters and repeat with another number. For example, to +enter the word 'look' you must press the following: 5##6##6##5# + +The dialog is fully usable with the mouse, but a few provisions have +been made in some ScummVM ports to make its use more comfortable by +naturally mapping the functionality to the numeric keypad. Also, the +dialog's buttons can be navigated with the arrow and the enter keys. 3.16) Mickey's Space Adventure notes: ----- ------------------------------- -To run Mickey's Space Adventure under ScummVM, the original executable of the -game (mickey.exe) is needed together with the game's data files. +To run Mickey's Space Adventure under ScummVM, the original executable +of the game (mickey.exe) is needed together with the game's data files. -There is extensive mouse support for the game under ScummVM, even though there -wasn't any mouse support in the original game. Menu items can be selected using -the mouse, and it's possible to move to other locations using the mouse as well. -When the mouse cursor is hovered on the edges of the screen, it changes color to -red if it's possible to walk towards that direction. The player can then simply -click on the edges of the game's screen to change location, similar to many -adventure games, which is simpler and more straightforward than moving around -using the menu. +There is extensive mouse support for the game under ScummVM, even though +there wasn't any mouse support in the original game. Menu items can be +selected using the mouse, and it is possible to move to other locations +using the mouse as well. When the mouse cursor is hovered on the edges +of the screen, it changes color to red if it is possible to walk towards +that direction. The player can then simply click on the edges of the +game's screen to change location, similar to many adventure games, which +is simpler and more straightforward than moving around using the menu. 3.17) Winnie the Pooh notes: ----- ---------------------- -It's possible to import saved games from the original intepreter of the game in -ScummVM. +It is possible to import saved games from the original intepreter of the +game in ScummVM. -There is extensive mouse support for the game under ScummVM, even though there -wasn't any mouse support in the original game. Menu items can be selected using -the mouse, and it's possible to move to other locations using the mouse as well. -When the mouse cursor is hovered on the edges of the screen, it changes color to -red if it's possible to walk towards that direction. The player can then simply -click on the edges of the game's screen to change location, similar to many -adventure games, which is simpler and more straightforward than moving around -using the menu. +There is extensive mouse support for the game under ScummVM, even though +there wasn't any mouse support in the original game. Menu items can be +selected using the mouse, and it is possible to move to other locations +using the mouse as well. When the mouse cursor is hovered on the edges +of the screen, it changes color to red if it is possible to walk towards +that direction. The player can then simply click on the edges of the +game's screen to change location, similar to many adventure games, which +is simpler and more straightforward than moving around using the menu. 3.18) Troll's Tale notes: ----- ------------------- -The original game came in a PC booter disk, therefore it's necessary to dump -the contents of that disk in an image file and name it "troll.img" to be able -to play the game under ScummVM. +The original game came in a PC booter disk, therefore it is necessary to +dump the contents of that disk in an image file and name it "troll.img" +to be able to play the game under ScummVM. 3.19) Known Problems: ----- --------------- -This release has the following known problems. There is no need to report them, -although patches to fix them are welcome. If you discover a bug that is not -listed here, nor in the compatibility list on the web site, please see -the section on reporting bugs. - - CD Audio Games: - - When playing games that use CD Audio (FM-TOWNS games, Loom CD, etc) - users of Microsoft Windows 2000/XP may experience random crashes. - This is due to a long-standing Windows bug, resulting in corrupt - game files being read from the CD. Please copy the game data to - your hard disk to avoid this. - - FM-TOWNS versions: - - The Kanji versions require the FM-TOWNS Font ROM - - ScummVM will crash randomly when using the FM-TOWNS Font ROM for - the Kanji versions of the following games: - The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge - and Indiana Jones and the Fate of Atlantis - - Loom: - - Turning off the subtitles via the config file does not work reliably - as the Loom scripts automatically turn them on again - - MIDI support in the EGA version requires the Roland update from - LucasArts - - The Secret of Monkey Island: - - MIDI support in the EGA version requires the Roland update from - LucasArts - - Beneath a Steel Sky: - - Amiga versions aren't supported - - Floppy demos aren't supported - - Not a bug: CD version is missing speech for some dialogs, this is - normal. - - Broken Sword 1: - - PlayStation 1 version isn't supported - - Broken Sword 2: - - PlayStation 1 version isn't supported - - Elvira - Mistress of the Dark - - No music in the AtariST version - - Elvira II - The Jaws of Cerberus - - No music in the AtariST version - - No sound effects in the PC version - - Palette issues in the AtariST version - - Inherit the Earth: Quest for the Orb - - Amiga versions aren't supported - - Simon the Sorcerer 1: - - Subtitles aren't available in the English and German CD versions - as they are missing the majority of subtitles. - - Simon the Sorcerer 2: - - Combined speech and subtitles will often cause speech to be - cut off early, this is a limitation of the original game. - - Only default language (English) of data files is supported - in Amiga and Macintosh versions. - - Simon the Sorcerer's Puzzle Pack: - - No support for displaying, entering, loading or saving high scores. - - No support for displaying explanation, when clicking on items in - Swampy Adventures. - - The Feeble Files: - - Subtitles are often incomplete, they were always disabled in the - original game. - - The Legend of Kyrandia: - - Amiga versions aren't supported - - Waxworks - - No music in the PC version - - Humongous Entertainment games: - - No support for printing images +This release has the following known problems. There is no need to +report them, although patches to fix them are welcome. If you discover a +bug that is not listed here, nor in the compatibility list on the web +site, please see the section on reporting bugs. + + CD Audio Games: + - When playing games that use CD Audio (FM-TOWNS games, Loom CD, etc) + users of Microsoft Windows 2000/XP may experience random crashes. + This is due to a long-standing Windows bug, resulting in corrupt + game files being read from the CD. Please copy the game data to + your hard disk to avoid this. + + FM-TOWNS versions: + - The Kanji versions require the FM-TOWNS Font ROM + - ScummVM will crash randomly when using the FM-TOWNS Font ROM for + the Kanji versions of the following games: + The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge + and Indiana Jones and the Fate of Atlantis + + Loom: + - Turning off the subtitles via the config file does not work reliably + as the Loom scripts automatically turn them on again + - MIDI support in the EGA version requires the Roland update from + LucasArts + + The Secret of Monkey Island: + - MIDI support in the EGA version requires the Roland update from + LucasArts + + Beneath a Steel Sky: + - Amiga versions aren't supported + - Floppy demos aren't supported + - Not a bug: CD version is missing speech for some dialogs, this is + normal. + + Broken Sword 1: + - PlayStation 1 version isn't supported + + Broken Sword 2: + - PlayStation 1 version isn't supported + + Elvira - Mistress of the Dark + - No music in the AtariST version + + Elvira II - The Jaws of Cerberus + - No music in the AtariST version + - No sound effects in the PC version + - Palette issues in the AtariST version + + Inherit the Earth: Quest for the Orb + - Amiga versions aren't supported + + Simon the Sorcerer 1: + - Subtitles aren't available in the English and German CD versions + as they are missing the majority of subtitles. + + Simon the Sorcerer 2: + - Combined speech and subtitles will often cause speech to be + cut off early, this is a limitation of the original game. + - Only default language (English) of data files is supported + in Amiga and Macintosh versions. + + Simon the Sorcerer's Puzzle Pack: + - No support for displaying, entering, loading or saving high scores. + - No support for displaying explanation, when clicking on items in + Swampy Adventures. + + The Feeble Files: + - Subtitles are often incomplete, they were always disabled in the + original game. + + The Legend of Kyrandia: + - Amiga versions aren't supported + + Waxworks + - No music in the PC version + + Humongous Entertainment games: + - No support for printing images 4.0) Supported Platforms: ---- -------------------- ScummVM has been ported to run on many platforms and operating systems. Links to these ports can be found either on the ScummVM web page or by a -Google search. Many thanks to the effort of porters. If you have a port of -ScummVM and wish to commit it into the main SVN, feel free to contact us! +Google search. Many thanks to our porters for their efforts. If you have +a port of ScummVM and wish to commit it into the main SVN, feel free to +contact us! Supported platforms include (but are not limited to): @@ -735,46 +790,37 @@ Supported platforms include (but are not limited to): Symbian Maemo (Nokia Internet tablets 770, N800, N810) -The Dreamcast port does not support The Curse of Monkey Island, nor The Dig. -The PalmOS port does not support The Curse of Monkey Island, Beneath a Steel -Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some -Palm devices (those with a large dynamic heap). - -In the Macintosh port, the right mouse button is emulated via Cmd-Click (that -is, you click the mouse button while holding the Command/Apple/Propeller key). - -For the following platforms, custom backends were supported at one point -but currently are not being maintained (usually due to lack of a qualified -maintainer). In some cases (e.g. Linux), the standard SDL support works -instead. +The Dreamcast port does not support The Curse of Monkey Island, nor The +Dig. The PalmOS port does not support The Curse of Monkey Island, +Beneath a Steel Sky, nor either Simon the Sorcerer 1 or 2. The Dig will +only work on some Palm devices (those with a large dynamic heap). The +Nintendo DS port does not support Full Throttle, The Dig, or The Curse +of Monkey Island. - Linux (includes iPAQs running Linux) - MorphOS - GP32 +In the Macintosh port, the right mouse button is emulated via Cmd-Click +(that is, you click the mouse button while holding the +Command/Apple/Propeller key). -We have reports about unofficial ports to the following platforms. Please -note that these are not made by us, so we neither endorse nor support them. -Use at your own risk! - - PlayStation 3 - Xbox - Xbox 360 +There are unofficial ports to a variety of platforms, including the +PlayStation 3, Xbox, and Xbox 360. Please note that these are not made +by us, so we neither endorse nor can we support them. Use at your own +risk! 5.0) Running ScummVM: ---- ---------------- -Please note that by default, ScummVM will save games in the directory -it is executed from, so you should refrain from running it from more than -one location. Further information, including how to specify a specific save -directory to avoid this issue, are in section 6.0. - -ScummVM can be launched directly by running the executable. In this case, -the built-in launcher will activate. From this, you can add games (click -'Add Game'), or launch games which have already been configured. Games can -also be added in mass quantities. By pressing shift + 'Add Game' (Note that -the image turns to 'Mass Add'), you can then specify a directory to start in, -and ScummVM will attempt to detect games in all subdirectories of that -directory. +Please note that by default, ScummVM will save games in the directory it +is executed from, so you should refrain from running it from more than +one location. Further information, including how to specify a specific +save directory to avoid this issue, are in section 6.0. + +ScummVM can be launched directly by running the executable. In this +case, the built-in launcher will activate. From this, you can add games +(click 'Add Game'), or launch games which have already been configured. +Games can also be added in mass quantities. By pressing shift + 'Add +Game' (Note that the image turns to 'Mass Add'), you can then specify a +directory to start in, and ScummVM will attempt to detect games in all +subdirectories of that directory. ScummVM can also be launched into a game directly using Command Line arguments -- see the next section. @@ -851,9 +897,9 @@ double-dash) can be inverted by prefixing them with "no-". For example, if you want to override a setting in the configuration file. The short game name ('game target') you see at the end of the command -line specifies which game is started. It either corresponds to an arbitrary -user defined target (from the configuration file), or to a built-in gameid. -A brief list of the latter can be found in section 3.0. +line specifies which game is started. It either corresponds to an +arbitrary user defined target (from the configuration file), or to a +built-in gameid. A brief list of the latter can be found in section 3.0. Examples: * Win32: @@ -871,148 +917,150 @@ Examples: 5.2) Language options: ---- ----------------- -ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig, -The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword 1 and -Simon the Sorcerer 1 and 2. +ScummVM includes a language option for Maniac Mansion, Zak McKracken, +The Dig, The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword 1 +and Simon the Sorcerer 1 and 2. Note that with the exception of Beneath a Steel Sky, Broken Sword 1, -multilanguage versions of Goblins games and Nippon Safes Inc., using this -option does *not* change the language of the game (which usually is hardcoded), -but rather is only used to select the appropriate font (e.g. for a German -version of a game, one containing umlauts). +multilanguage versions of Goblins games and Nippon Safes Inc., using +this option does *not* change the language of the game (which usually is +hardcoded), but rather is only used to select the appropriate font (e.g. +for a German version of a game, one containing umlauts). -An exception are The Dig and The Curse of Monkey Island - non-English versions -can be set to 'English.' This however only affects subtitles; game speech will -remain the same. +An exception are The Dig and The Curse of Monkey Island -- non-English +versions can be set to 'English.' This however only affects subtitles; +game speech will remain the same. Maniac Mansion and Zak McKracken - en - English (default) - de - German - fr - French - it - Italian - es - Spanish + en - English (default) + de - German + fr - French + it - Italian + es - Spanish The Dig - jp - Japanese - zh - Chinese - kr - Korean + jp - Japanese + zh - Chinese + kr - Korean The Curse of Monkey Island - en - English (default) - de - German - fr - French - it - Italian - pt - Portuguese - es - Spanish - jp - Japanese - zh - Chinese - kr - Korean + en - English (default) + de - German + fr - French + it - Italian + pt - Portuguese + es - Spanish + jp - Japanese + zh - Chinese + kr - Korean Beneath a Steel Sky - gb - English (Great Britain) (default) - en - English (USA) - de - German - fr - French - it - Italian - pt - Portuguese - es - Spanish - se - Swedish + gb - English (Great Britain) (default) + en - English (USA) + de - German + fr - French + it - Italian + pt - Portuguese + es - Spanish + se - Swedish Broken Sword 1 - en - English (default) - de - German - fr - French - it - Italian - es - Spanish - pt - Portuguese - cz - Czech + en - English (default) + de - German + fr - French + it - Italian + es - Spanish + pt - Portuguese + cz - Czech Simon the Sorcerer 1 and 2 - en - English (default) - de - German - fr - French - it - Italian - es - Spanish - hb - Hebrew - pl - Polish - ru - Russian + en - English (default) + de - German + fr - French + it - Italian + es - Spanish + hb - Hebrew + pl - Polish + ru - Russian 5.3) Graphics filters: ---- ----------------- -ScummVM offers several anti-aliasing filters to attempt to improve visual -quality. These are the same filters used in many other emulators, such as -MAME. These filters take the original game graphics, and scale it by a -certain fixed factor (usually 2x or 3x) before displaying them to you. -So for example, if the game originally run at a resolution of 320x200 -(typical for most of the SCUMM games), then using a filter with scale -factor 2x will effectively yield 640x400 graphics. Likewise with a +ScummVM offers several anti-aliasing filters to attempt to improve +visual quality. These are the same filters used in many other emulators, +such as MAME. These filters take the original game graphics, and scale +it by a certain fixed factor (usually 2x or 3x) before displaying them +to you. So for example, if the game originally run at a resolution of +320x200 (typical for most of the SCUMM games), then using a filter with +scale factor 2x will effectively yield 640x400 graphics. Likewise with a 3x filter you will get 960x600. They are: - 1x - No filtering, no scaling. Fastest. - 2x - No filtering, factor 2x (default for non 640x480 games). - 3x - No filtering, factor 3x. - 2xsai - 2xSAI filter, factor 2x. - super2xsai - Enhanced 2xSAI filtering, factor 2x. - supereagle - Less blurry than 2xSAI, but slower. Factor 2x. - advmame2x - Doesn't rely on blurring like 2xSAI, fast. Factor 2x. - advmame3x - Doesn't rely on blurring like 2xSAI, fast. Factor 3x. - hq2x - Very nice high quality filter but slow. Factor 2x. - hq3x - Very nice high quality filter but slow. Factor 3x. - tv2x - Interlace filter, tries to emulate a TV. Factor 2x. - dotmatrix - Dot matrix effect. Factor 2x. - -To select a graphics filter, pass its name via the '-g' option to scummvm, -for example: + 1x - No filtering, no scaling. Fastest. + 2x - No filtering, factor 2x (default for non 640x480 games). + 3x - No filtering, factor 3x. + 2xsai - 2xSAI filter, factor 2x. + super2xsai - Enhanced 2xSAI filtering, factor 2x. + supereagle - Less blurry than 2xSAI, but slower. Factor 2x. + advmame2x - Doesn't rely on blurring like 2xSAI, fast. Factor 2x. + advmame3x - Doesn't rely on blurring like 2xSAI, fast. Factor 3x. + hq2x - Very nice high quality filter but slow. Factor 2x. + hq3x - Very nice high quality filter but slow. Factor 3x. + tv2x - Interlace filter, tries to emulate a TV. Factor 2x. + dotmatrix - Dot matrix effect. Factor 2x. + +To select a graphics filter, pass its name via the '-g' option to +scummvm, for example: scummvm -gadvmame2x monkey2 -Note #1: Not all backends support all (or even any) of the filters listed above; -some may support additional ones. The filters listed above are those supported -by the default SDL backend. +Note #1: Not all backends support all (or even any) of the filters +listed above; some may support additional ones. The filters listed above +are those supported by the default SDL backend. Note #2: Filters can be very slow when ScummVM is compiled in a debug -configuration without optimizations. And there is always a speed impact when -using any form of anti-aliasing/linear filtering. +configuration without optimizations. And there is always a speed impact +when using any form of anti-aliasing/linear filtering. -Note #3: The FM-TOWNS version of Zak McKracken uses an original resolution -of 320x240, hence for this game scalers will scale to 640x480 or 960x720. -Likewise, games that originally were using 640x480 (such as COMI or Broken Sword) -will be scaled to 1280x960 and 1920x1440. +Note #3: The FM-TOWNS version of Zak McKracken uses an original +resolution of 320x240, hence for this game scalers will scale to 640x480 +or 960x720. Likewise, games that originally were using 640x480 (such as +Curse of Monkey Island or Broken Sword) will be scaled to 1280x960 and +1920x1440. 5.4) Global Menu: ---- ------------ - -The Global Menu is a general menu which is available to all of the game engines -by pressing Ctrl-F5. From this menu there are the following buttons: Resume, -Options, About, Return to Launcher, and Quit. Selecting 'Options' will display -a dialog where basic audio settings, such as volume levels, can be adjusted. -Selecting 'Return to Launcher' will close the current game and return the user -back to the ScummVM Launcher, where another game may be selected to play. - -Note: Returning to the Launcher is not supported by all of the engines, - and the button will be disabled in the Global Menu if it is not supported. - -Engines which currently support Returning to the Launcher are: - - AGI - AGOS - CINE - GOB - GROOVIE - KYRA - LURE - PARALLACTION - QUEEN - SAGA - SCUMM - SKY - SWORD1 - SWORD2 - TOUCHE - TUCKER +The Global Menu is a general menu which is available to all of the game +engines by pressing Ctrl-F5. From this menu there are the following +buttons: Resume, Options, About, Return to Launcher, and Quit. Selecting +'Options' will display a dialog where basic audio settings, such as +volume levels, can be adjusted. Selecting 'Return to Launcher' will +close the current game and return the user back to the ScummVM Launcher, +where another game may be selected to play. + +Note: Returning to the Launcher is not supported by all of the engines, +and the button will be disabled in the Global Menu if it is not +supported. + +Engines which currently support returning to the Launcher are: + + AGI + AGOS + CINE + GOB + GROOVIE + KYRA + LURE + PARALLACTION + QUEEN + SAGA + SCUMM + SKY + SWORD1 + SWORD2 + TOUCHE + TUCKER 5.5) Hot Keys: @@ -1028,198 +1076,200 @@ TODO ScummVM supports various in-game hotkeys. They differ between SCUMM games and other games. - Common: - Ctrl-F5 - Displays the Global Menu - Cmd-q - Quit (Mac OS X) - Ctrl-q - Quit (other unices including Linux) - Ctrl-z OR Alt-x - Quit (other platforms) - Ctrl-m - Toggle mouse capture - Ctrl-Alt 1-8 - Switch between graphics filters - Ctrl-Alt + and - - Increase/Decrease the scale factor - Ctrl-Alt a - Toggle aspect-ratio correction on/off - Most of the games use a 320x200 pixel - resolution, which may look squashed on - modern monitors. Aspect-ratio correction - stretches the image to use 320x240 pixels - instead, or a multiple thereof - Alt-Enter - Toggles full screen/windowed - Alt-s - Make a screenshot (SDL backend only) - - SCUMM: - Ctrl 0-9 and Alt 0-9 - Load and save game state - Ctrl-d - Starts the debugger - Ctrl-f - Toggle fast mode - Ctrl-g - Runs in really REALLY fast mode - Ctrl-t - Switch between 'Speech only', - 'Speech and Subtitles' and 'Subtitles only' - Tilde (~) - Show/hide the debugging console - [ and ] - Music volume, down/up - - and + - Text speed, slower/faster - F5 - Displays a save/load box - Alt-F5 - Displays the original save/load box, if the - game has one. You can save and load games using - using this, however it is not intended for this - purpose, and may even crash ScummVM in some - games. - i - Displays IQ points (Indiana Jones and the Last - Crusade, and Indiana Jones and the Fate of - Atlantis) - Space - Pauses - Period (.) - Skips current line of text in some games - Enter - Simulate left mouse button press - Tab - Simulate right mouse button press - - Beneath a Steel Sky: - Ctrl-d - Starts the debugger - Ctrl-f - Toggle fast mode - Ctrl-g - Runs in really REALLY fast mode - F5 - Displays a save/load box - Escape - Skips the game intro - Period (.) - Skips current line of text - - Broken Sword 1: - F5 or Escape - Displays save/load box - - Broken Sword 2: - Ctrl-d - Starts the debugger - Ctrl-f - Toggle fast mode - p - Pauses - - Flight of the Amazon Queen: - Ctrl-d - Starts the debugger - Ctrl-f - Toggle fast mode - F1 - Use Journal (saving/loading) - F11 - Quicksave - F12 - Quickload - Escape - Skips cutscenes - Space - Skips current line of text - - Future Wars - F1 - Examine - F2 - Take - F3 - Inventory - F4 - Use - F5 - Activate - F6 - Speak - F9 - "Activate" menu - F10 - "Use" menu - Escape - Bring on command menu - - Nippon Safes - Ctrl-d - Starts the debugger - l - Load game - s - Save game - - Simon the Sorcerer 1 and 2: - Ctrl 0-9 and Alt 0-9 - Load and save game state - Ctrl-d - Starts the debugger - Ctrl-f - Toggle fast mode - F1 - F3 - Text speed, faster - slower - F10 - Shows all characters and objects you can - interact with - Escape - Skip cutscenes - - and + - Music volume, down/up - m - Music on/off - s - Sound effects on/off - b - Background sounds on/off - [Simon the Sorcerer 2 only] - p - Pauses - t - Switch between speech and subtitles - v - Switch between subtitles only and - combined speech and subtitles - [Simon the Sorcerer 2 only] - - Simon the Sorcerer's Puzzle Pack - Ctrl-d - Starts the debugger - Ctrl-f - Toggle fast mode - F12 - High speed mode on/off in Swampy Adventures - - and + - Music volume, down/up - m - Music on/off - s - Sound effects on/off - p - Pauses - - The Feeble Files - Ctrl-d - Starts the debugger - Ctrl-f - Toggle fast mode - F7 - Switch characters - F9 - Hitbox names on/off - s - Sound effects on/off - p - Pauses - t - Switch between speech and subtitles - v - Switch between subtitles only and - combined speech and subtitles - - The Legend of Kyrandia: - Ctrl 0-9 and Alt 0-9 - Load and save game state - Ctrl-d - Starts the debugger - - Touche: The Adventures of the Fifth Musketeer: - Ctrl-f - Toggle fast mode - F5 - Displays options - F9 - Turn fast walk mode on - F10 - Turn fast walk mode off - Escape - Quit - Space - Skips current line of text - t - Switch between 'Voice only', - 'Voice and Text' and 'Text only' - -Note that using Ctrl-f or Ctrl-g is not recommended: games can crash when -being run faster than their normal speed, as scripts will lose synchronisation. - -Note for WinCE users: Due to the limited keyboard input in most devices, a -small subset of these hot keys are supported via key remapping and/or panel -actions. Please consult the README-WinCE.txt file. + Common: + Ctrl-F5 - Displays the Global Menu + Cmd-q - Quit (Mac OS X) + Ctrl-q - Quit (other unices including Linux) + Ctrl-z OR Alt-x - Quit (other platforms) + Ctrl-m - Toggle mouse capture + Ctrl-Alt 1-8 - Switch between graphics filters + Ctrl-Alt + and - - Increase/Decrease the scale factor + Ctrl-Alt a - Toggle aspect-ratio correction on/off + Most of the games use a 320x200 pixel + resolution, which may look squashed on + modern monitors. Aspect-ratio correction + stretches the image to use 320x240 pixels + instead, or a multiple thereof + Alt-Enter - Toggles full screen/windowed + Alt-s - Make a screenshot (SDL backend only) + + SCUMM: + Ctrl 0-9 and Alt 0-9 - Load and save game state + Ctrl-d - Starts the debugger + Ctrl-f - Toggle fast mode + Ctrl-g - Runs in really REALLY fast mode + Ctrl-t - Switch between 'Speech only', + 'Speech and Subtitles' and 'Subtitles only' + Tilde (~) - Show/hide the debugging console + [ and ] - Music volume, down/up + - and + - Text speed, slower/faster + F5 - Displays a save/load box + Alt-F5 - Displays the original save/load box, if the + game has one. You can save and load games using + using this, however it is not intended for this + purpose, and may even crash ScummVM in some + games. + i - Displays IQ points (Indiana Jones and the Last + Crusade, and Indiana Jones and the Fate of + Atlantis) + Space - Pauses + Period (.) - Skips current line of text in some games + Enter - Simulate left mouse button press + Tab - Simulate right mouse button press + + Beneath a Steel Sky: + Ctrl-d - Starts the debugger + Ctrl-f - Toggle fast mode + Ctrl-g - Runs in really REALLY fast mode + F5 - Displays a save/load box + Escape - Skips the game intro + Period (.) - Skips current line of text + + Broken Sword 1: + F5 or Escape - Displays save/load box + + Broken Sword 2: + Ctrl-d - Starts the debugger + Ctrl-f - Toggle fast mode + p - Pauses + + Flight of the Amazon Queen: + Ctrl-d - Starts the debugger + Ctrl-f - Toggle fast mode + F1 - Use Journal (saving/loading) + F11 - Quicksave + F12 - Quickload + Escape - Skips cutscenes + Space - Skips current line of text + + Future Wars + F1 - Examine + F2 - Take + F3 - Inventory + F4 - Use + F5 - Activate + F6 - Speak + F9 - "Activate" menu + F10 - "Use" menu + Escape - Bring on command menu + + Nippon Safes + Ctrl-d - Starts the debugger + l - Load game + s - Save game + + Simon the Sorcerer 1 and 2: + Ctrl 0-9 and Alt 0-9 - Load and save game state + Ctrl-d - Starts the debugger + Ctrl-f - Toggle fast mode + F1 - F3 - Text speed, faster - slower + F10 - Shows all characters and objects you can + interact with + Escape - Skip cutscenes + - and + - Music volume, down/up + m - Music on/off + s - Sound effects on/off + b - Background sounds on/off + [Simon the Sorcerer 2 only] + p - Pauses + t - Switch between speech and subtitles + v - Switch between subtitles only and + combined speech and subtitles + [Simon the Sorcerer 2 only] + + Simon the Sorcerer's Puzzle Pack + Ctrl-d - Starts the debugger + Ctrl-f - Toggle fast mode + F12 - High speed mode on/off in Swampy Adventures + - and + - Music volume, down/up + m - Music on/off + s - Sound effects on/off + p - Pauses + + The Feeble Files + Ctrl-d - Starts the debugger + Ctrl-f - Toggle fast mode + F7 - Switch characters + F9 - Hitbox names on/off + s - Sound effects on/off + p - Pauses + t - Switch between speech and subtitles + v - Switch between subtitles only and + combined speech and subtitles + + The Legend of Kyrandia: + Ctrl 0-9 and Alt 0-9 - Load and save game state + Ctrl-d - Starts the debugger + + Touche: The Adventures of the Fifth Musketeer: + Ctrl-f - Toggle fast mode + F5 - Displays options + F9 - Turn fast walk mode on + F10 - Turn fast walk mode off + Escape - Quit + Space - Skips current line of text + t - Switch between 'Voice only', + 'Voice and Text' and 'Text only' + +Note that using Ctrl-f or Ctrl-g is not recommended: games can crash +when being run faster than their normal speed, as scripts will lose +synchronisation. + +Note for WinCE users: Due to the limited keyboard input in most devices, +a small subset of these hot keys are supported via key remapping and/or +panel actions. Please consult the README-WinCE.txt file. 6.0) Savegames: ---- ---------- -Savegames are by default put in the current directory on some platforms and -preset directories on others. You can specify the save in the config file by -setting the savepath parameter. See the example config file later in this -readme. +Savegames are by default put in the current directory on some platforms +and preset directories on others. You can specify the save in the +config file by setting the savepath parameter. See the example config +file later in this readme. The platforms that currently have a different default directory are: - Mac OS X: $HOME/Documents/ScummVM Savegames/ - Other unices: $HOME/.scummvm/ + Mac OS X: $HOME/Documents/ScummVM Savegames/ + Other unices: $HOME/.scummvm/ 6.1) Autosaves: ---- ---------- -For some games, (namely "Beneath a Steel Sky", "Flight of the Amazon Queen", -all AGI games, and all SCUMM games), ScummVM will by default automatically -save the current state every five minutes (adjustable via the "autosave_period" -config setting). For the AGI and SCUMM engines, it will save in Slot 0. For the -SCUMM engine, this savestate can then be loaded again via Ctrl-0, or the F5 -menu. +For some games, (namely "Beneath a Steel Sky", "Flight of the Amazon +Queen", all AGI games, and all SCUMM games), ScummVM will by default +automatically save the current state every five minutes (adjustable via +the "autosave_period" config setting). For the AGI and SCUMM engines, it +will save in Slot 0. For the SCUMM engine, this savestate can then be +loaded again via Ctrl-0, or the F5 menu. 6.2) Converting Savegames: ---- --------------------- -Using savegames from original versions, isn't supported by all game engines. -Only the following games, can use savegames from their original versions. - - Elvira 1 - - Add 8 bytes (savegame name) to the start of the savegame file - - Rename the savegame to 'elvira1.xxx' - - Elvira 2 - - Add 8 bytes (savegame name) to the start of the savegame file - - Rename the savegame to 'elvira2-pc.xxx' (DOS version) or - 'elvira2.xxx' (Other versions) - - Waxworks - - Add 8 bytes (savegame name) to the start of the savegame file - - Rename the savegame to 'waxworks-pc.xxx' (DOS version) or - 'waxworks.xxx' (Other versions) - - Simon the Sorcerer 1 - - Rename the savegame to 'simon1.xxx' - - Simon the Sorcerer 2 - - Rename the savegame to 'simon2.xxx' - - The Feeble Files - - Rename the savegame to 'feeble.xxx' +Using savegames from original versions, isn't supported by all game +engines. Only the following games, can use savegames from their original +versions. + + Elvira 1 + - Add 8 bytes (savegame name) to the start of the savegame file + - Rename the savegame to 'elvira1.xxx' + + Elvira 2 + - Add 8 bytes (savegame name) to the start of the savegame file + - Rename the savegame to 'elvira2-pc.xxx' (DOS version) or + 'elvira2.xxx' (Other versions) + + Waxworks + - Add 8 bytes (savegame name) to the start of the savegame file + - Rename the savegame to 'waxworks-pc.xxx' (DOS version) or + 'waxworks.xxx' (Other versions) + + Simon the Sorcerer 1 + - Rename the savegame to 'simon1.xxx' + + Simon the Sorcerer 2 + - Rename the savegame to 'simon2.xxx' + + The Feeble Files + - Rename the savegame to 'feeble.xxx' Where 'xxx' is exact the saved game slot (ie 001) under ScummVM @@ -1229,81 +1279,80 @@ Where 'xxx' is exact the saved game slot (ie 001) under ScummVM --list-saves: - This switch may be used to display a list of the current savegames - of the specified target game and their corresponding save slots. - - Usage: --list-saves=[TARGET], where [TARGET] is the target game. - - Engines which currently support --list-saves are: - - AGI - AGOS - CINE - GROOVIE - KYRA - LURE - PARALLACTION - QUEEN - SAGA - SCUMM - SKY - SWORD1 - SWORD2 - TINSEL - TOUCHE - TUCKER + This switch may be used to display a list of the current savegames + of the specified target game and their corresponding save slots. + + Usage: --list-saves=[TARGET], where [TARGET] is the target game. + + Engines which currently support --list-saves are: + + AGI + AGOS + CINE + GROOVIE + KYRA + LURE + PARALLACTION + QUEEN + SAGA + SCUMM + SKY + SWORD1 + SWORD2 + TINSEL + TOUCHE + TUCKER --save-slot/-x: - This switch may be used to load a savegame directly from the command line. + This switch may be used to load a savegame directly from the command line. - Usage: --save-slot[SLOT] or -x[SLOT], where [SLOT] is the save slot number. + Usage: --save-slot[SLOT] or -x[SLOT], where [SLOT] is the save slot number. - Engines which currently support --save-slot/-x are: + Engines which currently support --save-slot/-x are: - AGI - CINE - GROOVIE - KYRA - LURE - PARALLACTION - QUEEN - SAGA - SCUMM - SKY - SWORD1 - SWORD2 - TINSEL - TOUCHE + AGI + CINE + GROOVIE + KYRA + LURE + PARALLACTION + QUEEN + SAGA + SCUMM + SKY + SWORD1 + SWORD2 + TINSEL + TOUCHE 7.0) Music and Sound: ---- ---------------- - On most operating systems and for most games, ScummVM will by default -use Adlib emulation for music playback. MIDI may not be available on -all operating systems or may need manual configuration. If you want to -use MIDI, you have several different choices of output, depending on -your operating system and configuration. - - null - Null output. Don't play any music. - - adlib - Internal Adlib emulation (default) - fluidsynth - FluidSynth MIDI emulation - mt32 - Internal MT-32 emulation - pcjr - Internal PCjr emulation (only usable in SCUMM games) - pcspk - Internal PC Speaker emulation - towns - Internal FM-TOWNS YM2612 emulation - (only usable in SCUMM FM-TOWNS games) - - alsa - Output using ALSA sequencer device. See below. - core - CoreAudio sound, for Mac OS X users. - coremidi - CoreMIDI sound, for Mac OS X users. Use only if you have - a hardware MIDI synthesizer. - qt - Quicktime sound, for Macintosh users. - seq - Use /dev/sequencer for MIDI, *nix users. See below. - timidity - Connect to TiMidity++ MIDI server. See below. - windows - Windows MIDI. Uses built-in sequencer, for Windows users +use Adlib emulation for music playback. MIDI may not be available on all +operating systems or may need manual configuration. If you want to use +MIDI, you have several different choices of output, depending on your +operating system and configuration. + + null - Null output. Don't play any music. + + adlib - Internal Adlib emulation (default) + fluidsynth - FluidSynth MIDI emulation + mt32 - Internal MT-32 emulation + pcjr - Internal PCjr emulation (only usable in SCUMM games) + pcspk - Internal PC Speaker emulation + towns - Internal FM-TOWNS YM2612 emulation + (only usable in SCUMM FM-TOWNS games) + + alsa - Output using ALSA sequencer device. See below. + core - CoreAudio sound, for Mac OS X users. + coremidi - CoreMIDI sound, for Mac OS X users. Use only if you have + a hardware MIDI synthesizer. + qt - Quicktime sound, for Macintosh users. + seq - Use /dev/sequencer for MIDI, *nix users. See below. + timidity - Connect to TiMidity++ MIDI server. See below. + windows - Windows MIDI. Uses built-in sequencer, for Windows users To select a sound driver, select it in the Launcher, or pass its name via the '-e' option to scummvm, for example: @@ -1313,59 +1362,59 @@ via the '-e' option to scummvm, for example: 7.1) Playing sound with Adlib emulation: ---- ----------------------------------- -By default an Adlib card will be emulated and ScummVM will output the music -as sampled waves. This is the default mode for most games, and offers the -best compatibility between machines and games. +By default an Adlib card will be emulated and ScummVM will output the +music as sampled waves. This is the default mode for most games, and +offers the best compatibility between machines and games. 7.2) Playing sound with FluidSynth MIDI emulation: ---- ---------------------------------------------- -If ScummVM was build with libfluidsynth support it will be able to play MIDI -music through the FluidSynth driver. You will have to specify a SoundFont to -use, however. +If ScummVM was build with libfluidsynth support it will be able to play +MIDI music through the FluidSynth driver. You will have to specify a +SoundFont to use, however. -Since the default output volume from FluidSynth can be fairly low, ScummVM will -set the gain by default to get a stronger signal. This can be further adjusted -using the --midi-gain command-line option, or the "midi_gain" config file -setting. +Since the default output volume from FluidSynth can be fairly low, +ScummVM will set the gain by default to get a stronger signal. This can +be further adjusted using the --midi-gain command-line option, or the +"midi_gain" config file setting. -The setting can take any value from 0 through 1000, with the default being 100. -(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are -presumably measured in decibel.) +The setting can take any value from 0 through 1000, with the default +being 100. (This corresponds to FluidSynth's gain settings of 0.0 +through 10.0, which are presumably measured in decibel.) -NOTE: The processor requirements for FluidSynth can be fairly high in some -cases. A fast CPU is recommended. +NOTE: The processor requirements for FluidSynth can be fairly high in +some cases. A fast CPU is recommended. 7.3) Playing sound with MT-32 emulation: ---- ----------------------------------- -Some games which contain MIDI music data also have improved tracks designed -for the MT-32 sound module. ScummVM can now emulate this device, however you -must provide original MT-32 ROMs to make it work: +Some games which contain MIDI music data also have improved tracks +designed for the MT-32 sound module. ScummVM can now emulate this +device, however you must provide original MT-32 ROMs to make it work: MT32_PCM.ROM - IC21 (512KB) MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise -Place these ROMs in the game directory, in your extrapath, or in the directory -where your ScummVM executable resides. +Place these ROMs in the game directory, in your extrapath, or in the +directory where your ScummVM executable resides. -You don't need to specify --native-mt32 with this driver, as it automatically -gets turned on. +You don't need to specify --native-mt32 with this driver, as it +automatically gets turned on. -NOTE: The processor requirements for the emulator are quite high; a fast CPU is -strongly recommended. +NOTE: The processor requirements for the emulator are quite high; a fast +CPU is strongly recommended. 7.4) Playing sound with MIDI emulation: ---- ---------------------------------- Some games (such as Sam & Max) only contain MIDI music data. This once -prevented music for these games from working on platforms that do not support -MIDI, or soundcards that do not provide MIDI drivers (e.g. many soundcards will -not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled -waves and Adlib, FluidSynth MIDI emulation or MT-32 emulation using the --eadlib, -efluidsynth or -emt32 options respectively. However, if you are -capable of using native MIDI, we recommend using one of the MIDI modes below -for best sound. +prevented music for these games from working on platforms that do not +support MIDI, or soundcards that do not provide MIDI drivers (e.g. many +soundcards will not play MIDI under Linux). ScummVM can now emulate MIDI +mode using sampled waves and Adlib, FluidSynth MIDI emulation or MT-32 +emulation using the -eadlib, -efluidsynth or -emt32 options +respectively. However, if you are capable of using native MIDI, we +recommend using one of the MIDI modes below for best sound. 7.5) Playing sound with Native MIDI: @@ -1383,27 +1432,27 @@ of your MIDI device. If --native-mt32 is specified, ScummVM will treat your device as a real MT-32. Because the instrument mappings and system exclusive commands of the MT-32 vary from those of General MIDI devices, you should only -enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64, -CM-32L, CM-500, or GS device with an MT-32 map. +enable this option if you are using an actual Roland MT-32, LAPC-I, +CM-64, CM-32L, CM-500, or GS device with an MT-32 map. If --enable-gs is specified, ScummVM will initialize your GS-compatible device with settings that mimic the MT-32's reverb, (lack of) chorus, pitch bend sensitivity, etc. If it is specified in conjunction with ---native-mt32, ScummVM will select the MT-32-compatible map and drumset on -your GS device. This setting works better than default GM or GS emulation -with games that do not have custom instrument mappings (Loom and Monkey1). -You should only specify both settings if you are using a GS device that -has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc. -Please note that --enable-gs is automatically disabled in both DOTT and -Samnmax, since they use General MIDI natively. +--native-mt32, ScummVM will select the MT-32-compatible map and drumset +on your GS device. This setting works better than default GM or GS +emulation with games that do not have custom instrument mappings (Loom +and Monkey1). You should only specify both settings if you are using a +GS device that has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, +SC-8820, SC-8850, etc. Please note that --enable-gs is automatically +disabled in both DOTT and Samnmax, since they use General MIDI natively. -If neither of the above settings is enabled, ScummVM will initialize your -device in General MIDI mode and use GM emulation in games with MT-32 -soundtracks. +If neither of the above settings is enabled, ScummVM will initialize +your device in General MIDI mode and use GM emulation in games with +MT-32 soundtracks. -Some games contain sound effects that are exclusive to the Adlib soundtrack. -For these games, you may wish to specify --multi-midi in order to combine -MIDI music with Adlib sound effects. +Some games contain sound effects that are exclusive to the Adlib +soundtrack. For these games, you may wish to specify --multi-midi in +order to combine MIDI music with Adlib sound effects. 7.6) Playing sound with Sequencer MIDI: [UNIX ONLY] @@ -1413,22 +1462,25 @@ variable "SCUMMVM_MIDI" to your sequencer device -- for example, to /dev/sequencer If you have problems with not hearing audio in this configuration, it is -possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. This -selects the port on the selected sequencer to use. Then start scummvm with the --eseq parameter. This should work on several cards, and may offer better -performance and quality than Adlib emulation. However, for those systems where -sequencer support does not work, you can always fall back on Adlib emulation. +possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. +This selects the port on the selected sequencer to use. Then start +scummvm with the -eseq parameter. This should work on several cards, and +may offer better performance and quality than Adlib emulation. However, +for those systems where sequencer support does not work, you can always +fall back on Adlib emulation. 7.6.1) Playing sound with ALSA sequencer: [UNIX ONLY] ------ ---------------------------------- -If you have installed the ALSA driver with the sequencer support, then set the -environment variable SCUMMVM_PORT or the config file parameter alsa_port to -your sequencer port. The default is to try both "65:0" and "17:0". +If you have installed the ALSA driver with the sequencer support, then +set the environment variable SCUMMVM_PORT or the config file parameter +alsa_port to your sequencer port. The default is to try both "65:0" and +"17:0". -Here is a little howto on how to use the ALSA sequencer with your soundcard. -In all cases, to have a list of all the sequencer ports you have, try the -command "aconnect -o -l". This should give output similar to: +Here is a little howto on how to use the ALSA sequencer with your +soundcard. In all cases, to have a list of all the sequencer ports you +have, try the command "aconnect -o -l". This should give output similar +to: client 14: 'Midi Through' [type=kernel] 0 'Midi Through Port-0' @@ -1445,30 +1497,36 @@ client 128: 'TiMidity' [type=user] 2 'TiMidity port 2 ' 3 'TiMidity port 3 ' -The most important bit here is that there are four WaveTable MIDI outputs -located at 17:0, 17:1, 17:2 and 17:3, and four TiMidity ports located at 128:0, -128:1, 128:2 and 128:3. +The most important bit here is that there are four WaveTable MIDI +outputs located at 17:0, 17:1, 17:2 and 17:3, and four TiMidity ports +located at 128:0, 128:1, 128:2 and 128:3. If you have a FM-chip on your card, like the SB16, then you have to load the SoundFonts using the sbiload software. Example: + sbiload -p 17:0 /etc/std.o3 /etc/drums.o3 -If you have a WaveTable capable sound card, you have to load a sbk or sf2 -SoundFont using the sfxload or asfxload software. Example: +If you have a WaveTable capable sound card, you have to load a sbk or +sf2 SoundFont using the sfxload or asfxload software. Example: + sfxload /path/to/8mbgmsfx.sf2 -If you don't have a MIDI capable soundcard, there are two options: FluidSynth -and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag' -behind music. This is very noticeable in iMUSE-enabled games, which use fast -and dynamic music transitions. Running TiMidity as root will allow it to -setup real time priority, which may reduce music lag. +If you don't have a MIDI capable soundcard, there are two options: +FluidSynth and TiMidity. We recommend FluidSynth, as on many systems +TiMidity will 'lag' behind music. This is very noticeable in +iMUSE-enabled games, which use fast and dynamic music transitions. +Running TiMidity as root will allow it to setup real time priority, +which may reduce music lag. Asking TiMidity to become an ALSA sequencer: + timidity -iAqqq -B2,8 -Os1S -s 44100 & + (If you get distorted output with this setting, you can try dropping the -B2,8 or changing the value.) Asking FluidSynth to become an ALSA sequencer (using SoundFonts): + fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2 Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l' @@ -1477,17 +1535,18 @@ command as described earlier in this section. 7.7) Using TiMidity++ MIDI server: ---- ----------------------------- -If you system lacks any MIDI sequencer, but you still want better MIDI quality -than default Adlib emulation can offer, you can try TiMidity++ MIDI server. See -http://timidity.sourceforge.net/ for download and install instructions. +If you system lacks any MIDI sequencer, but you still want better MIDI +quality than default Adlib emulation can offer, you can try TiMidity++ +MIDI server. See http://timidity.sourceforge.net/ for download and +install instructions. First, you need to start a daemon: -timidity -ir 7777 + timidity -ir 7777 -Now you can start scummvm and try selection TiMidity music output. By default, -it will connect to localhost:7777, but you can change host/port by defining -"TIMIDITY_HOST" environment variable. +Now you can start scummvm and try selection TiMidity music output. By +default, it will connect to localhost:7777, but you can change host/port +by defining "TIMIDITY_HOST" environment variable. 7.8) Using compressed audio files @@ -1495,23 +1554,23 @@ it will connect to localhost:7777, but you can change host/port by defining 7.8.0) Using MP3 files for CD audio: ------ ----------------------------- -Use LAME or some other MP3 encoder to rip the cd audio tracks to files. Name -the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support -to use this option. You will need to rip the file from the CD as a WAV file, -then encode the MP3 files in constant bit rate. This can be done with the -following LAME command line: +Use LAME or some other MP3 encoder to rip the cd audio tracks to files. +Name the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with +MAD support to use this option. You will need to rip the file from the +CD as a WAV file, then encode the MP3 files in constant bit rate. This +can be done with the following LAME command line: lame -t -q 0 -b 96 track1.wav track1.mp3 7.8.1) Using Ogg Vorbis files for CD audio: ------ ------------------------------------ -Use oggenc or some other vorbis encoder to encode the audio tracks to files. -Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis -support to use this option. You will need to rip the files from the CD as a WAV -file, then encode the vorbis files. This can be done with the following oggenc -command line with the value after q specifying the desired quality from -0 to 10: +Use oggenc or some other vorbis encoder to encode the audio tracks to +files. Name the files track1.ogg track2.ogg etc. ScummVM must be +compiled with vorbis support to use this option. You will need to rip +the files from the CD as a WAV file, then encode the vorbis files. This +can be done with the following oggenc command line with the value after +q specifying the desired quality from 0 to 10: oggenc -q 5 track1.wav @@ -1519,22 +1578,23 @@ command line with the value after q specifying the desired quality from 7.8.2) Using Flac files for CD audio: ------ ------------------------------------ Use flac or some other flac encoder to encode the audio tracks to files. -Name the files track1.flac track2.flac etc. In your filesystem only allows -three letter extensions, name the files track1.fla track2.fla etc. -ScummVM must be compiled with flac support to use this option. You will need to -rip the files from the CD as a WAV file, then encode the flac files. This can -be done with the following flac command line: +Name the files track1.flac track2.flac etc. In your filesystem only +allows three letter extensions, name the files track1.fla track2.fla +etc. ScummVM must be compiled with flac support to use this option. You +will need to rip the files from the CD as a WAV file, then encode the +flac files. This can be done with the following flac command line: flac --best track1.wav -Remember that the quality is always the same, varying encoder options will only -affect the encoding time and resulting filesize. +Remember that the quality is always the same, varying encoder options +will only affect the encoding time and resulting filesize. 7.8.3) Compressing MONSTER.SOU with MP3: ------ --------------------------------- -You need LAME, and our 'compress_scumm_sou' utility from the scummvm-tools -package to perform this task, and ScummVM must be compiled with MAD support. +You need LAME, and our 'compress_scumm_sou' utility from the +scummvm-tools package to perform this task, and ScummVM must be compiled +with MAD support. compress_scumm_sou monster.sou @@ -1548,9 +1608,9 @@ As above, but ScummVM must be compiled with OGG support. Run: compress_scumm_sou --vorbis monster.sou -This should produce a smaller monster.sog file, which you should copy to your -game directory. Ogg encoding may take a considerable longer amount of time -than MP3, so have a good book handy. +This should produce a smaller monster.sog file, which you should copy to +your game directory. Ogg encoding may take a considerable longer amount +of time than MP3, so have a good book handy. 7.8.5) Compressing MONSTER.SOU with Flac: @@ -1559,20 +1619,21 @@ As above, but ScummVM must be compiled with Flac support. Run: compress_scumm_sou --flac monster.sou -This should produce a smaller monster.sof file, which you should copy to your -game directory. Remember that the quality is always the same, varying encoder -options will only affect the encoding time and resulting filesize. Playing -with the blocksize (-b <value>), has the biggest impact on the resulting -filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure -to read the encoder documentation before you use other values. +This should produce a smaller monster.sof file, which you should copy to +your game directory. Remember that the quality is always the same, +varying encoder options will only affect the encoding time and resulting +file size. Playing with the blocksize (-b <value>), has the biggest +impact on the resulting file size -- 1152 seems to be a good value for +those kind of soundfiles. Be sure to read the encoder documentation +before you use other values. 7.8.6) Compressing music/sfx/speech in AGOS games ------ ----------------------------------------------------------------- -Use our 'compress_agos' utility from the scummvm-tools package to perform this -task. You can choose between multiple target formats, but note that you can -only use each if ScummVM was compiled with the respective decoder support -enabled. +Use our 'compress_agos' utility from the scummvm-tools package to +perform this task. You can choose between multiple target formats, but +note that you can only use each if ScummVM was compiled with the +respective decoder support enabled. compress_agos effects (For Acorn CD version of Simon 1) compress_agos simon (For Acorn CD version of Simon 1) @@ -1598,22 +1659,21 @@ For Flac add --flac and optional parameters, i.e. compress_agos --flac -Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this -file to your game directory. You can safely remove the old file. +Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy +this file to your game directory. You can safely remove the old file. 7.8.7) Compressing speech/music in Broken Sword 1 ------ ------------------------------------------ -The 'compress_sword1' tool from the scummvm-tools package can encode music and -speech to MP3 as well as Ogg Vorbis. -The easiest way to encode the files is simply copying the executable into your -BS1 directory (together with the lame encoder) and run it from there. -This way, it will automatically encode everything to MP3. -Afterwards, you can manually remove the SPEECH?.CLU files and the wave music -files. - -Running "compress_sword1 --vorbis" will compress the files using Ogg Vorbis -instead of MP3. +The 'compress_sword1' tool from the scummvm-tools package can encode +music and speech to MP3 as well as Ogg Vorbis. The easiest way to encode +the files is simply copying the executable into your BS1 directory +(together with the lame encoder) and run it from there. This way, it +will automatically encode everything to MP3. Afterwards, you can +manually remove the SPEECH?.CLU files and the wave music files. + +Running "compress_sword1 --vorbis" will compress the files using Ogg +Vorbis instead of MP3. Running "compress_sword1 --flac" will compress the files using Flac instead of MP3. @@ -1623,10 +1683,10 @@ Use "compress_sword1 --help" to get a full list of the options. 7.8.8) Compressing speech/music in Broken Sword 2 ------ ------------------------------------------ -Use our 'compress_sword2' utility from the scummvm-tools package to perform this -task. You can choose between multiple target formats, but note that you can -only use each if ScummVM was compiled with the respective decoder support -enabled. +Use our 'compress_sword2' utility from the scummvm-tools package to +perform this task. You can choose between multiple target formats, but +note that you can only use each if ScummVM was compiled with the +respective decoder support enabled. compress_sword2 speech1.clu compress_sword2 music1.clu @@ -1635,299 +1695,308 @@ For Ogg Vorbis add --vorbis to the options, i.e. compress_sword2 --vorbis -Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to -your game directory. You can safely remove the old file. +Eventually you will have a much smaller *.cl3 or *.clg file, copy this +file to your game directory. You can safely remove the old file. -It is possible to use Flac compression by adding the --flac option. However, -the resulting *.clf file will actually be larger than the original. +It is possible to use Flac compression by adding the --flac option. +However, the resulting *.clf file will actually be larger than the +original. -Please note that compress_sword2 will only work with the four speech/music -files in Broken Sword 2. It will not work with any of the other *.clu files, -nor will it work with the speech files from Broken Sword 1. +Please note that compress_sword2 will only work with the four +speech/music files in Broken Sword 2. It will not work with any of the +other *.clu files, nor will it work with the speech files from Broken +Sword 1. 7.9) Output sample rate: ---- ------------------- -The output sample rate tells ScummVM how many sound samples to play per channel -per second. There is much that could be said on this subject, but most of it -would be irrelevant here. The short version is that for most games 22050 Hz is -fine, but in some cases 44100 Hz is preferable. On extremely low-end systems -you may want to use 11025 Hz, but it's unlikely that you have to worry about -that. +The output sample rate tells ScummVM how many sound samples to play per +channel per second. There is much that could be said on this subject, +but most of it would be irrelevant here. The short version is that for +most games 22050 Hz is fine, but in some cases 44100 Hz is preferable. +On extremely low-end systems you may want to use 11025 Hz, but it is +unlikely that you have to worry about that. -To elaborate, most of the sounds ScummVM has to play were sampled at either -22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the -quality of these sounds. Hence, 22050 Hz is fine. +To elaborate, most of the sounds ScummVM has to play were sampled at +either 22050 Hz or 11025 Hz. Using a higher sample rate will not +magically improve the quality of these sounds. Hence, 22050 Hz is fine. Some games use CD audio. If you use compressed files for this, they are -probably sampled at 44100 Hz, so for these games that may be a better choice of -sample rate. +probably sampled at 44100 Hz, so for these games that may be a better +choice of sample rate. -When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM -is responsible for generating the samples. Usually 22050 Hz will be plenty for -these, but there is at least one piece of Adlib music in Beneath a Steel Sky -that will sound a lot better at 44100 Hz. +When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, +ScummVM is responsible for generating the samples. Usually 22050 Hz will +be plenty for these, but there is at least one piece of Adlib music in +Beneath a Steel Sky that will sound a lot better at 44100 Hz. -Using frequencies in between is not recommended. For one thing, your sound card -may not support it. In theory, ScummVM should fall back on a sensible frequency -in that case, but don't count on it. More importantly, ScummVM has to resample -all sounds to its output frequency. This is much easier to do well if the -output frequency is a multiple of the original frequency. +Using frequencies in between is not recommended. For one thing, your +sound card may not support it. In theory, ScummVM should fall back on a +sensible frequency in that case, but don't count on it. More +importantly, ScummVM has to resample all sounds to its output frequency. +This is much easier to do well if the output frequency is a multiple of +the original frequency. 8.0) Configuration file: ---- ------------------- By default, the configuration file is saved in, and loaded from: - Windows Vista: - \Users\username\AppData\Roaming\ScummVM\scummvm.ini, + Windows Vista: + \Users\username\AppData\Roaming\ScummVM\scummvm.ini, - Windows 2000/XP: - \Documents and Settings\username\Application Data\ScummVM\scummvm.ini, + Windows 2000/XP: + \Documents and Settings\username\Application Data\ScummVM\scummvm.ini, - Windows NT4: - <windir>\Profiles\username\Application Data\ScummVM\scummvm.ini, + Windows NT4: + <windir>\Profiles\username\Application Data\ScummVM\scummvm.ini, - Windows 95/98/ME: - <windir>\scummvm.ini, + Windows 95/98/ME: + <windir>\scummvm.ini, - If an earlier version of ScummVM was installed under Windows, the - previous default location of '<windir>\scummvm.ini' will be kept. + If an earlier version of ScummVM was installed under Windows, the + previous default location of '<windir>\scummvm.ini' will be kept. - Unix: - ~/.scummvmrc + Unix: + ~/.scummvmrc - Mac OS X: - ~/Library/Preferences/ScummVM Preferences + Mac OS X: + ~/Library/Preferences/ScummVM Preferences + (here, ~ refers to your home directory) - Others: - scummvm.ini in the current directory + Others: + scummvm.ini in the current directory An example config file looks as follows: - [scummvm] - gfx_mode=supereagle - fullscreen=true - savepath=C:\saves\ - - [sky] - path=C:\games\SteelSky\ - - [germansky] - gameid=sky - language=de - path=C:\games\SteelSky\ - description=Beneath a Steel Sky w/ German subtitles - - [germandott] - gameid=tentacle - path=C:\german\tentacle\ - description=German version of DOTT - - [tentacle] - path=C:\tentacle\ - subtitles=true - music_volume=40 - sfx_volume=255 - - [loomcd] - cdrom=1 - path=C:\loom\ - talkspeed=5 - savepath=C:\loom\saves\ - - [monkey2] - path=C:\amiga_mi2\ - music_driver=windows + [scummvm] + gfx_mode=supereagle + fullscreen=true + savepath=C:\saves\ + + [sky] + path=C:\games\SteelSky\ + + [germansky] + gameid=sky + language=de + path=C:\games\SteelSky\ + description=Beneath a Steel Sky w/ German subtitles + + [germandott] + gameid=tentacle + path=C:\german\tentacle\ + description=German version of DOTT + + [tentacle] + path=C:\tentacle\ + subtitles=true + music_volume=40 + sfx_volume=255 + + [loomcd] + cdrom=1 + path=C:\loom\ + talkspeed=5 + savepath=C:\loom\saves\ + + [monkey2] + path=C:\amiga_mi2\ + music_driver=windows The following keywords are recognized: - path string The path to where a game's data files are - autosave_period number The seconds between autosaving (default: 300) - save_slot number The savegame number to load on startup. - savepath string The path to where a game will store its - savegames. - versioninfo string The version of the ScummVM that created the - configuration file. - - gameid string The real id of a game. Useful if you have - several versions of the same game, and want - different aliases for them. See the example. - description string The description of the game as it will appear - in the launcher. - - language string Specify language (en, us, de, fr, it, pt, es, - jp, zh, kr, se, gb, hb, cz, ru) - speech_mute bool If true, speech is muted - subtitles bool Set to true to enable subtitles. - talkspeed number Text delay in SCUMM games, or text speed in - other games. - - fullscreen bool Fullscreen mode - aspect_ratio bool Enable aspect ratio correction - gfx_mode string Graphics mode (normal, 2x, 3x, 2xsai, - super2xsai, supereagle, advmame2x, advmame3x, - hq2x, hq3x, tv2x, dotmatrix) - - confirm_exit bool Ask for confirmation by the user before quitting - (SDL backend only). - cdrom number Number of CD-ROM unit to use for audio. If - negative, don't even try to access the CD-ROM. - joystick_num number Number of joystick device to use for input - music_driver string The music engine to use. - output_rate number The output sample rate to use, in Hz. Sensible - values are 11025, 22050 and 44100. - alsa_port string Port to use for output when using the - ALSA music driver. - music_volume number The music volume setting (0-255) - multi_midi bool If true, enable combination Adlib and native - MIDI. - soundfont string The SoundFont to use for MIDI playback. (Only - supported by some MIDI drivers.) - native_mt32 bool If true, disable GM emulation and assume that - there is a true Roland MT-32 available. - enable_gs bool If true, enable Roland GS-specific features to - enhance GM emulation. If native_mt32 is also - true, the GS device will select an MT-32 map - to play the correct instruments. - sfx_volume number The sfx volume setting (0-255) - tempo number The music tempo (50-200) (default: 100) - speech_volume number The speech volume setting (0-255) - midi_gain number The MIDI gain (0-1000) (default: 100) (Only - supported by some MIDI drivers.) - - copy_protection bool Enable copy protection in certain games, in those - cases where ScummVM disables it by default. - demo_mode bool Start demo in Maniac Mansion - alt_intro bool Use alternative intro for CD versions of - Beneath a Steel Sky and Flight of the Amazon - Queen - - boot_param number Pass this number to the boot script + path string The path to where a game's data files are + autosave_period number The seconds between autosaving (default: 300) + save_slot number The savegame number to load on startup. + savepath string The path to where a game will store its + savegames. + versioninfo string The version of the ScummVM that created the + configuration file. + + gameid string The real id of a game. Useful if you have + several versions of the same game, and want + different aliases for them. See the example. + description string The description of the game as it will appear + in the launcher. + + language string Specify language (en, us, de, fr, it, pt, es, + jp, zh, kr, se, gb, hb, cz, ru) + speech_mute bool If true, speech is muted + subtitles bool Set to true to enable subtitles. + talkspeed number Text delay in SCUMM games, or text speed in + other games. + + fullscreen bool Fullscreen mode + aspect_ratio bool Enable aspect ratio correction + gfx_mode string Graphics mode (normal, 2x, 3x, 2xsai, + super2xsai, supereagle, advmame2x, advmame3x, + hq2x, hq3x, tv2x, dotmatrix) + + confirm_exit bool Ask for confirmation by the user before quitting + (SDL backend only). + cdrom number Number of CD-ROM unit to use for audio. If + negative, don't even try to access the CD-ROM. + joystick_num number Number of joystick device to use for input + music_driver string The music engine to use. + output_rate number The output sample rate to use, in Hz. Sensible + values are 11025, 22050 and 44100. + alsa_port string Port to use for output when using the + ALSA music driver. + music_volume number The music volume setting (0-255) + multi_midi bool If true, enable combination Adlib and native + MIDI. + soundfont string The SoundFont to use for MIDI playback. (Only + supported by some MIDI drivers.) + native_mt32 bool If true, disable GM emulation and assume that + there is a true Roland MT-32 available. + enable_gs bool If true, enable Roland GS-specific features to + enhance GM emulation. If native_mt32 is also + true, the GS device will select an MT-32 map + to play the correct instruments. + sfx_volume number The sfx volume setting (0-255) + tempo number The music tempo (50-200) (default: 100) + speech_volume number The speech volume setting (0-255) + midi_gain number The MIDI gain (0-1000) (default: 100) (Only + supported by some MIDI drivers.) + + copy_protection bool Enable copy protection in certain games, in those + cases where ScummVM disables it by default. + demo_mode bool Start demo in Maniac Mansion + alt_intro bool Use alternative intro for CD versions of + Beneath a Steel Sky and Flight of the Amazon + Queen + + boot_param number Pass this number to the boot script Broken Sword 2 adds the following non-standard keywords: - gfx_details number Graphics details setting (0-3) - music_mute bool If true, music is muted - object_labels bool If true, object labels are enabled - reverse_stereo bool If true, stereo channels are reversed - sfx_mute bool If true, sound effects are muted + gfx_details number Graphics details setting (0-3) + music_mute bool If true, music is muted + object_labels bool If true, object labels are enabled + reverse_stereo bool If true, stereo channels are reversed + sfx_mute bool If true, sound effects are muted Flight of the Amazon Queen adds the following non-standard keywords: - music_mute bool If true, music is muted - sfx_mute bool If true, sound effects are muted + music_mute bool If true, music is muted + sfx_mute bool If true, sound effects are muted Simon the Sorcerer 1 and 2 add the following non-standard keywords: - music_mute bool If true, music is muted - sfx_mute bool If true, sound effects are muted + music_mute bool If true, music is muted + sfx_mute bool If true, sound effects are muted The Legend of Kyrandia adds the following non-standard keyword: - walkspeed int The walk speed (0-4) + walkspeed int The walk speed (0-4) 9.0) Compiling: ---- ---------- - -You need SDL-1.2.2 or newer (older versions may work, but are -unsupported), and a supported compiler. Several compilers, including -GCC, mingw and recent versions of Microsoft Visual C++ are -supported. If you wish to use MP3-compressed CD tracks or .SOU files, -you will need to install the MAD library; likewise you will need the -appropriate libraries for Ogg Vorbis and FLAC compressed sound. For -MPEG2 support, libmpeg2 is required. For compressed save states, zlib is required. - -Some parts of ScummVM, particularly scalers, have highly optimized versions -written in assembler. If you wish to use this option, you will need to install -nasm assembler (see http://nasm.sf.net). Note, that currently we have only x86 -MMX optimized versions, and they will not compile on other processors. - -On Win9x/NT/XP you can define USE_WINDBG and attach WinDbg to browse debug -messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml). - - - GCC and MinGW32: - * Type "./configure" - * Type "make" (or "gmake", or "gnumake", depending on what GNU make is - called on your system) and hopefully ScummVM will compile for you. - * For more information refer to: - http://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC - respectively - http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW - - Microsoft Visual C++ 6.0: - * Open the workspace file "scummwm.dsw" in the "dists\msvc6" folder. - * Enter the path to the needed libraries and includes in - "Tools|Options|Directories". - * Now it should compile successfully. - * For more information refer to: - http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005 - - Microsoft Visual C++ 7.0/8.0: - * Open the solution file "scummwm.sln" in the "dists\msvc7" - respectively "dists\msvc8" folder. - * Enter the path to the needed libraries and includes in - Tools|Options|Projects|VC++ Directories". - * Now it should compile successfully. - * For more information refer to: - http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005 - - Windows Mobile: - * Please refer to: - http://wiki.scummvm.org/index.php/Compiling_ScummVM/Windows_CE - - Debian GNU/Linux: - * Install the packages 'build-essential', 'fakeroot', 'debhelper', - and 'libsdl1.2-dev' on your system. - * Install any of these packages (optional): 'libvorbis-dev' (for Ogg - Vorbis support), 'libasound2-dev' (for ALSA sequencer support), - 'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed - saves support). - * Run 'make deb'. - * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done. - - Mac OS X: - * Make sure you have the developer tools installed. - * The SDL developer package for OS X available on the SDL web site is - _not_ suitable. Rather, you require a unix-style build of SDL. One - way to get that is to install SDL via Fink (http://fink.sf.net). - Alternatively you could compile SDL manually from source using its - unix build system (configure && make). - * Type "./configure" in the ScummVM directory. - * You can now type 'make' to create a command line binary. - * To get a version you can run from Finder, type 'make bundle' which - will create ScummVM.app (this only works out of the box if you - installed SDL into /sw (as happens if you are using Fink). If you - have installed SDL in another way, you will have to edit ports.mk). - * For more information refer to: - http://wiki.scummvm.org/index.php/Compiling_ScummVM/MacOS_X_Crosscompiling - - AmigaOS 4 (Cross-compiling with Cygwin): - * Make sure that you have SDL installed, you may also need - libogg, libvorbis, libvorbisfile, zlib, libmad. - * Type ./configure --host=ppc-amigaos - * If you got an error about sdl-config, use --with-sdl-prefix - parameter to set the path. - * Check 'config.mk' file and if everything seems to be fine: - * Run 'make'. - * Cross-compiling with Linux may be as easy. - - iPhone: - * Please refer to: - http://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone - - Maemo: - * Get Scratchbox environment with Maemo 2.2 rootstrap (2.2 is for 770 and up) - * Install limbad, Tremor, FLAC, libmpeg2 from source - * patch scummvm source (some stuff is currently too dirty to be in svn directly) - patch -p1 < backends/platform/maemo/scummvm-0.11.0-maemo.patch - * go to backends/platform/maemo - * run 'make config' - * run 'make scummvm' - * create your debian/changelog in top directory - * run 'make deb' in backends/platform/maemo +For an up-to-date overview on how to compile ScummVM for various +platforms, please consult our Wiki, in particular this page: + http://wiki.scummvm.org/index.php/Compiling_ScummVM + +If you are compiling for Windows, Linux or Mac OS X, you need SDL-1.2.2 +or newer (older versions may work, but are unsupported), and a supported +compiler. Several compilers, including GCC, mingw and recent versions of +Microsoft Visual C++ are supported. If you wish to use MP3-compressed CD +tracks or .SOU files, you will need to install the MAD library; likewise +you will need the appropriate libraries for Ogg Vorbis and FLAC +compressed sound. For MPEG2 support, libmpeg2 is required. For +compressed save states, zlib is required. + +Some parts of ScummVM, particularly scalers, have highly optimized +versions written in assembler. If you wish to use this option, you will +need to install nasm assembler (see http://nasm.sf.net). Note, that +currently we have only x86 MMX optimized versions, and they will not +compile on other processors. + +On Win9x/NT/XP you can define USE_WINDBG and attach WinDbg to browse +debug messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml). + + + GCC and MinGW32: + * Type "./configure" + * Type "make" (or "gmake", or "gnumake", depending on what GNU make is + called on your system) and hopefully ScummVM will compile for you. + * For more information refer to: + http://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC + respectively + http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW + + Microsoft Visual C++ 6.0: + * Open the workspace file "scummwm.dsw" in the "dists\msvc6" directory. + * Enter the path to the needed libraries and includes in + "Tools|Options|Directories". + * Now it should compile successfully. + * For more information refer to: + http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005 + + Microsoft Visual C++ 7.0/8.0: + * Open the solution file "scummwm.sln" in the "dists\msvc7" + respectively "dists\msvc8" directory. + * Enter the path to the needed libraries and includes in + Tools|Options|Projects|VC++ Directories". + * Now it should compile successfully. + * For more information refer to: + http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005 + + Windows Mobile: + * Please refer to: + http://wiki.scummvm.org/index.php/Compiling_ScummVM/Windows_CE + + Debian GNU/Linux: + * Install the packages 'build-essential', 'fakeroot', 'debhelper', + and 'libsdl1.2-dev' on your system. + * Install any of these packages (optional): 'libvorbis-dev' (for Ogg + Vorbis support), 'libasound2-dev' (for ALSA sequencer support), + 'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed + saves support). + * Run 'make deb'. + * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done. + + Mac OS X: + * Make sure you have the developer tools installed. + * The SDL developer package for OS X available on the SDL web site is + _not_ suitable. Rather, you require a unix-style build of SDL. One + way to get that is to install SDL via Fink (http://fink.sf.net). + Alternatively you could compile SDL manually from source using its + unix build system (configure && make). + * Type "./configure" in the ScummVM directory. + * You can now type 'make' to create a command line binary. + * To get a version you can run from Finder, type 'make bundle' which + will create ScummVM.app (this only works out of the box if you + installed SDL into /sw (as happens if you are using Fink). If you + have installed SDL in another way, you will have to edit ports.mk). + * For more information refer to: + http://wiki.scummvm.org/index.php/Compiling_ScummVM/MacOS_X_Crosscompiling + + AmigaOS 4 (Cross-compiling with Cygwin): + * Make sure that you have SDL installed, you may also need + libogg, libvorbis, libvorbisfile, zlib, libmad. + * Type ./configure --host=ppc-amigaos + * If you got an error about sdl-config, use --with-sdl-prefix + parameter to set the path. + * Check 'config.mk' file and if everything seems to be fine: + * Run 'make'. + * Cross-compiling with Linux may be as easy. + + iPhone: + * Please refer to: + http://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone + + Maemo: + * Get Scratchbox environment with Maemo 2.2 rootstrap (2.2 is for 770 and up) + * Install limbad, Tremor, FLAC, libmpeg2 from source + * patch scummvm source (some stuff is currently too dirty to be in svn directly) + patch -p1 < backends/platform/maemo/scummvm-0.11.0-maemo.patch + * go to backends/platform/maemo + * run 'make config' + * run 'make scummvm' + * create your debian/changelog in top directory + * run 'make deb' in backends/platform/maemo ------------------------------------------------------------------------ Good Luck and Happy Adventuring! |