From 293d5d4f4275111296c237c5184b9eaddff4f0cf Mon Sep 17 00:00:00 2001 From: Travis Howell Date: Fri, 20 Jan 2006 00:12:01 +0000 Subject: Sync. updates and section numbers. svn-id: r20098 --- doc/03.tex | 36 ++++++----- doc/03_05a.tex | 63 ------------------- doc/03_06.tex | 22 ++++--- doc/03_07.tex | 3 + doc/03_08.tex | 8 +++ doc/03_09.tex | 24 ++++++++ doc/03_10.tex | 6 ++ doc/03_11.tex | 62 +++++++++++++++++++ doc/07.tex | 4 +- doc/07_02.tex | 26 +++++--- doc/07_02a.tex | 18 ------ doc/07_02b.tex | 23 ------- doc/07_03.tex | 41 ++++-------- doc/07_04.tex | 90 +++------------------------ doc/07_05.tex | 192 ++++++++++----------------------------------------------- doc/07_06.tex | 108 ++++++++++++++++++++++++-------- 16 files changed, 292 insertions(+), 434 deletions(-) delete mode 100644 doc/03_05a.tex create mode 100644 doc/03_07.tex create mode 100644 doc/03_08.tex create mode 100644 doc/03_09.tex create mode 100644 doc/03_10.tex create mode 100644 doc/03_11.tex delete mode 100644 doc/07_02a.tex delete mode 100644 doc/07_02b.tex diff --git a/doc/03.tex b/doc/03.tex index 548b63f2fc..19297e4231 100644 --- a/doc/03.tex +++ b/doc/03.tex @@ -17,17 +17,17 @@ this is not always true. \item SCUMM Games by LucasArts:\\ \begin {tabular} [h] {ll} Maniac Mansion& [Game: maniac]\\ - Zak McKracken& [Game: zak]\\ + Zak McKracken and the Alien Mindbenders& [Game: zak]\\ Indiana Jones \& the Last Crusade& [Game: indy3]\\ Loom& [Game: loom]\\ - Monkey Island 1& [Game: monkey]\\ - Monkey Island 2& [Game: monkey2]\\ + The Secret of Monkey Island& [Game: monkey]\\ + Monkey Island 2: LeChuck's Revenge& [Game: monkey2]\\ Indiana Jones and the Fate of Atlantis& [Game: atlantis]\\ Day of the Tentacle& [Game: tentacle]\\ - Sam \& Max& [Game: samnmax]\\ - The Dig& [Game: dig]\\ + Sam \& Max Hit the Road& [Game: samnmax]\\ Full Throttle& [Game: ft]\\ - Curse of Monkey Island& [Game: comi]\\ + The Dig& [Game: dig]\\ + The Curse of Monkey Island& [Game: comi]\\ \end{tabular} \item SCUMM Games by Humongous Entertainment:\\ \begin{tabular}[h]{ll} @@ -47,8 +47,6 @@ this is not always true. Pajama Sam 1: No Need to Hide When It's Dark Outside& [Game: pajama]\\ Pajama Sam 2: Thunder and Lightning Aren't so Frightening& [Game: pajama2]\\ Pajama Sam's Sock Works& [Game: socks]\\ - Putt-Putt's Fun Pack& [Game: funpack]\\ - Putt-Putt \& Fatty Bear's Activity Pack& [Game: activity]\\ Putt-Putt Goes To The Moon& [Game: puttmoon]\\ Putt-Putt Enters the Race& [Game: puttrace]\\ Putt-Putt Joins the Circus& [Game: puttcircus]\\ @@ -57,6 +55,8 @@ this is not always true. Putt-Putt Travels Through Time& [Game: putttime]\\ Putt-Putt and Pep's Balloon-O-Rama& [Game: balloon]\\ Putt-Putt and Pep's Dog on a Stick& [Game: dog]\\ + Putt-Putt \& Fatty Bear's Activity Pack& [Game: activity]\\ + Putt-Putt's Fun Pack& [Game: funpack]\\ Spy Fox 1: Dry Cereal& [Game: spyfox]\\ Spy Fox 2: Some Assembly Required& [Game: spyfox2]\\ Spy Fox in Cheese Chase& [Game: chase]\\ @@ -65,13 +65,13 @@ this is not always true. \item Other Games:\\ \begin{tabular}[h]{ll} Beneath a Steel Sky& [Game: sky]\\ - Broken Sword 1& [Game: sword1]\\ - Broken Sword 2& [Game: sword2]\\ + Broken Sword 1: The Shadow of the Templars& [Game: sword1]\\ + Broken Sword 2: The Smoking Mirror& [Game: sword2]\\ Flight of the Amazon Queen& [Game: queen]\\ Gobliiins& [Game: gob1]\\ Inherit the Earth: Quest for the Orb& [Game: ite]\\ - Simon the Sorcerer 1& [Game: simon1]\\ - Simon the Sorcerer 2& [Game: simon2]\\ + Simon the Sorcerer 1& [Game: simon1]\\ + Simon the Sorcerer 2& [Game: simon2]\\ \end{tabular} 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 @@ -108,6 +108,14 @@ encounter such a bug in a 'supported' game. %% next section \input {03_05.tex} %next section -\input {03_05a.tex} -%% next section \input {03_06.tex} +%% next section +\input {03_07.tex} +%next section +\input {03_08.tex} +%next section +\input {03_09.tex} +%next section +\input {03_10.tex} +%next section +\input {03_11.tex} diff --git a/doc/03_05a.tex b/doc/03_05a.tex deleted file mode 100644 index 107ecd02be..0000000000 --- a/doc/03_05a.tex +++ /dev/null @@ -1,63 +0,0 @@ -\subsection{Inherit the Earth notes} -In order to run MacOS X wyrmkeep rerelease of the game you will need to copy -over data from the CD to hard drive. If you're on PC then consult - -\url{http://www.scummvm.org/documentation.php?view=maccd-howto} - -Although it talks about SCUMM games, it describes HFVExplorer utility. Note -that you will need to put speech data "Inherit the Earth Voices" in same -directory as game data which is stored in - -\begin{verbatim} - Inherit the Earth.app/Contents/Resources -\end{verbatim} - -For old Mac OS9 release you will need to copy files in MacBinary format, -i.e. they should have both resource and data forks. Just copy all 'ITE *' files. - - -\subsection{Gobliiins notes} -CD version of Gobliiins contains one big audio track which needs to be ripped -and copied into game directory. See section \ref{sect-compressing-audiofiles}. - -\subsection{The Legend of Kyrandia notes} -To run The Legend of Kyrandia under ScummVM you need the kyra.dat file, -which can be found in the Downloads section of the ScummVM website. - -Please note that as the menu system is not yet implemented, the -only way of saving and loading is to use Alt+0-9 (for saving) and -Ctrl+0-9 (for loading). Additionally, you must use 'q' to exit the -game. - -\subsection{Maniac Mansion NES notes} -Supported versions are English USA (E), French (F), Swedish (SW) and -European (U). ScummVM requires just PRG section to run and not 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 second row (17th byte) to the end. After -you do this, paste it to a new hex file. Give the new file name -"Maniac Mansion (XX).prg" where XX depends on version you are working -with (E, F, SW, or U). The final size should be exactly 262144 bytes. - -If you add game manually make sure that platform is set to NES. - -Most common mistakes which prevent game from running: - -\begin{itemize} - \item Bad file - \item ROM extracted with the 0.7.0 tools - \item You try to feed ScummVM with the FULL rom and not just the PRG section. -\end{itemize} - -Also it is possible to extract separate LFL files from PRG section. Use -extract\_mm\_nes utility from tools package. - - -\subsection{Commodore64 games notes} -Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet -playable. Either use extract\_mm\_c64 (but then game will not be autodetected) -or name D64 disks as "maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64" -respectively. If you add the game manually, make sure that platform is set to -Commodore64. diff --git a/doc/03_06.tex b/doc/03_06.tex index 7c33ebed4f..82ba4e83b7 100644 --- a/doc/03_06.tex +++ b/doc/03_06.tex @@ -1,14 +1,16 @@ +\subsection{Inherit the Earth notes} +In order to run MacOS X wyrmkeep rerelease of the game you will need to copy +over data from the CD to hard drive. If you're on PC then consult -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme" -%%% End: +\url{http://www.scummvm.org/documentation.php?view=maccd-howto} -\subsection{Known Problems in ScummVM 0.9.0CVS} +Although it talks about SCUMM games, it describes HFVExplorer utility. Note +that you will need to put speech data "Inherit the Earth Voices" in same +directory as game data which is stored in -This release has the following known problems. There is no need to report them, -although patches to fix them are welcome. If you discover a bug that is not -listed here, nor in the compatibility table on the web site, please see -section \ref{sect-reporting-bugs}. +\begin{verbatim} + Inherit the Earth.app/Contents/Resources +\end{verbatim} -This is a development version. It probably has a LOT of problems. +For old Mac OS9 release you will need to copy files in MacBinary format, +i.e. they should have both resource and data forks. Just copy all 'ITE *' files. diff --git a/doc/03_07.tex b/doc/03_07.tex new file mode 100644 index 0000000000..13b17aa191 --- /dev/null +++ b/doc/03_07.tex @@ -0,0 +1,3 @@ +\subsection{Gobliiins notes} +CD version of Gobliiins contains one big audio track which needs to be ripped +and copied into game directory. See section \ref{sect-compressing-audiofiles}. diff --git a/doc/03_08.tex b/doc/03_08.tex new file mode 100644 index 0000000000..99b579b624 --- /dev/null +++ b/doc/03_08.tex @@ -0,0 +1,8 @@ +\subsection{The Legend of Kyrandia notes} +To run The Legend of Kyrandia under ScummVM you need the kyra.dat file, +which can be found in the Downloads section of the ScummVM website. + +Please note that as the menu system is not yet implemented, the +only way of saving and loading is to use Alt+0-9 (for saving) and +Ctrl+0-9 (for loading). Additionally, you must use 'q' to exit the +game. diff --git a/doc/03_09.tex b/doc/03_09.tex new file mode 100644 index 0000000000..289ed9b25d --- /dev/null +++ b/doc/03_09.tex @@ -0,0 +1,24 @@ +\subsection{Maniac Mansion NES notes} +Supported versions are English USA (E), French (F), Swedish (SW) and +European (U). ScummVM requires just PRG section to run and not 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 second row (17th byte) to the end. After +you do this, paste it to a new hex file. Give the new file name +"Maniac Mansion (XX).prg" where XX depends on version you are working +with (E, F, SW, or U). The final size should be exactly 262144 bytes. + +If you add game manually make sure that platform is set to NES. + +Most common mistakes which prevent game from running: + +\begin{itemize} + \item Bad file + \item ROM extracted with the 0.7.0 tools + \item You try to feed ScummVM with the FULL rom and not just the PRG section. +\end{itemize} + +Also it is possible to extract separate LFL files from PRG section. Use +extract\_mm\_nes utility from tools package. diff --git a/doc/03_10.tex b/doc/03_10.tex new file mode 100644 index 0000000000..490879c569 --- /dev/null +++ b/doc/03_10.tex @@ -0,0 +1,6 @@ +\subsection{Commodore64 games notes} +Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet +playable. Either use extract\_mm\_c64 (but then game will not be autodetected) +or name D64 disks as "maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64" +respectively. If you add the game manually, make sure that platform is set to +Commodore64. diff --git a/doc/03_11.tex b/doc/03_11.tex new file mode 100644 index 0000000000..08a94348d3 --- /dev/null +++ b/doc/03_11.tex @@ -0,0 +1,62 @@ + +%%% Local Variables: +%%% mode: latex +%%% TeX-master: "readme" +%%% End: + +\subsection{Known Problems in ScummVM 0.9.0CVS} + +This release has the following known problems. There is no need to report them, +although patches to fix them are welcome. If you discover a bug that is not +listed here, nor in the compatibility table on the web site, please see +section \ref{sect-reporting-bugs}. + +CD Audio Games: + \begin{itemize} + \item When playing games that use CD Audio (Towns variants, 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 harddrive to avoid this. + \end{itemize} +Monkey Island 1 (EGA): +Loom (EGA): + \begin{itemize} + \item MIDI support requires the Roland update from LucasArts + \end{itemize} +Beneath a Steel Sky: + \begin{itemize} + \item Amiga versions aren't supported + \item Floppy demo aren't supported + \item Not a bug: CD version is missing speech for some dialog, this is + normal + \end{itemize} +Broken Sword 1: + \begin{itemize} + \item Macintosh version isn't supported + \item PlayStation 1 version isn't supported + \end{itemize} +Broken Sword 2: + \begin{itemize} + \item PlayStation 1 version isn't supported + \end{itemize} +Flight of the Amazon Queen: + \begin{itemize} + \item Amiga versions aren't supported + \end{itemize} +Inherit the Earth: + \begin{itemize} + \item Amiga version isn't supported + \end{itemize} +Simon the Sorcerer 2: + \begin{itemize} + \item Combined speech and subtitles will often cause speech to be + cut off early, this is limitation of original game. + \item Only default language (English) in data files is supported + in Amiga and Macintosh versions. + \end{itemize} +FM-TOWNS versions: + \begin{itemize} + \item Kanji versions require the FM-TOWNS Font ROM + \end{itemize} + diff --git a/doc/07.tex b/doc/07.tex index 164193b1eb..fc36b8c8d1 100644 --- a/doc/07.tex +++ b/doc/07.tex @@ -35,10 +35,10 @@ for example: \end{verbatim} \input {07_01.tex} -\input {07_02b.tex} -\input {07_02a.tex} \input {07_02.tex} \input {07_03.tex} \input {07_04.tex} \input {07_05.tex} \input {07_06.tex} +\input {07_07.tex} +\input {07_08.tex} diff --git a/doc/07_02.tex b/doc/07_02.tex index 16a7444e67..4acc95ae2d 100644 --- a/doc/07_02.tex +++ b/doc/07_02.tex @@ -4,12 +4,20 @@ %%% TeX-master: "readme" %%% End: -\subsection{Playing sound with MIDI emulation} - -Some games (such as Sam and Max) only contain MIDI music data. This once -prevented music for these games from working on platforms that do not support -MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will -not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled -waves and Adlib or MT-32 emulation using the -eadlib 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. +\subsection{Playing sound with FluidSynth MIDI emulation} + +If ScummVM was build with libfluildsynth 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. + +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.) + +\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in +some cases. A fast CPU is recommended. diff --git a/doc/07_02a.tex b/doc/07_02a.tex deleted file mode 100644 index 27baec1c93..0000000000 --- a/doc/07_02a.tex +++ /dev/null @@ -1,18 +0,0 @@ - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme" -%%% End: - -\subsection{Playing sound with MT-32 emulation} - -Some games which contain MIDI music data also have improved tracks designed -for MT-32 sound module. ScummVM can now emulate this card, however you should -provide original MT-32 ROMs to make it work. Put the roms in game directory or -directory specified by extrapath. - -You don't need to specify --native-mt32 with this driver, as it automatically -gets turned on. - -\textbf{NOTE:} You need to have enough processor power to use this emulator as - it uses heavy floating-point computations. diff --git a/doc/07_02b.tex b/doc/07_02b.tex deleted file mode 100644 index 4acc95ae2d..0000000000 --- a/doc/07_02b.tex +++ /dev/null @@ -1,23 +0,0 @@ - -%%% Local Variables: -%%% mode: latex -%%% TeX-master: "readme" -%%% End: - -\subsection{Playing sound with FluidSynth MIDI emulation} - -If ScummVM was build with libfluildsynth 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. - -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.) - -\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in -some cases. A fast CPU is recommended. diff --git a/doc/07_03.tex b/doc/07_03.tex index bd754bf9ee..aec76fecdd 100644 --- a/doc/07_03.tex +++ b/doc/07_03.tex @@ -4,38 +4,19 @@ %%% TeX-master: "readme" %%% End: -\subsection{Playing sound with Native MIDI} -% FIXME: Hardcoding < and > here produces wrong output -Use the appropriate -e command line option from the list above to -select your preferred MIDI device. For example, if you wish to use the -Windows MIDI driver, use the -ewindows option. +\subsection{Playing sound with MT-32 emulation} -\subsubsection{Using MIDI options to customize Native MIDI output} -ScummVM supports a variety of MIDI modes, depending on the capabilities -of your MIDI device. +Some games which contain MIDI music data also have improved tracks designed +for MT-32 sound module. ScummVM can now emulate this card, however you should +provide original MT-32 ROMs to make it work. -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. +MT32_PCM.ROM - IC21 (512KB) +MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise -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. +Place these ROMs in the game directory or a directory specified by extrapath. -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. +You don't need to specify --native-mt32 with this driver, as it automatically +gets turned on. +\textbf{NOTE:} The processor requirements for the emulator are quite high; a fast CPU is + strongly recommended. diff --git a/doc/07_04.tex b/doc/07_04.tex index 9094f3b188..1c59bc520c 100644 --- a/doc/07_04.tex +++ b/doc/07_04.tex @@ -4,83 +4,13 @@ %%% TeX-master: "readme" %%% End: -\subsection{Playing sound with Sequencer MIDI} - -If your soundcard driver supports a sequencer, you may set the environment -variable "SCUMMVM\_MIDI" to your sequencer device - e.g., /dev/sequencer - -If you have problems with not hearing audio in this configuration, it is -possible you will need to set the "SCUMMVM\_MIDIPORT" variable to 1 or 2. This -selects the port on the selected sequencer to use. Then start scummvm with the --eseq parameter. This should work on several cards, and may offer better -performance and quality than Adlib emulation. However, for those systems where -sequencer support does not work, you can always fall back on Adlib emulation. - - -\subsubsection{Playing sound with ALSA sequencer} - -If you have installed the ALSA driver with the sequencer support, then -set the environment variable SCUMMVM\_PORT or the config file parameter -alsa\_port to your sequencer port. The default is "65:0". - -Here is a little howto on how to use the ALSA sequencer with your soundcard. -In all cases, to have a list of all the sequencer ports you have, try the -command -\begin{verbatim} - aconnect -o -l -\end{verbatim} -This should give output similar to: -\begin{verbatim} -client 64: 'External MIDI 0' [type=kernel] - 0 'MIDI 0-0 ' -client 65: 'Emu10k1 WaveTable' [type=kernel] - 0 'Emu10k1 Port 0 ' - 1 'Emu10k1 Port 1 ' - 2 'Emu10k1 Port 2 ' - 3 'Emu10k1 Port 3 ' -client 128: 'Client-128' [type=user] - 0 'TiMidity port 0 ' - 1 'TiMidity port 1 ' -\end{verbatim} -% -This means the external MIDI output of the sound card is located on the -port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2 -and 65:3, and two TiMidity ports, located at 128:0 and 128:1. - -If you have a FM-chip on your card, like the SB16, then you have to load -the soundfonts using the sbiload software. \\ -Example: -\begin{verbatim} - sbiload -p 65:0 /etc/std.o3 /etc/drums.o3 -\end{verbatim} -% -If you have a WaveTable capable sound card, you have to load a sbk or sf2 -soundfont using the sfxload software\\ -Example: -\begin{verbatim} - sfxload /path/to/8mbgmsfx.sf2 -\end{verbatim} -% -If you don't have a MIDI capable soundcard, there are two options: FluidSynth -and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag' -behind music. This is very noticable in iMUSE-enabled games, which use fast -and dynamic music transitions. Running TiMidity as root will allow it to -setup real time priority, which may reduce music lag. - -Asking TiMidity to become an ALSA sequencer: -\begin{verbatim} - timidity -iAqqq -B2,8 -Os1S -s 44100 & -\end{verbatim} -If you get distorted output with this setting, you can try dropping the --B2,8 or changing the value. - -Asking FluidSynth to become an ALSA sequencer (using SoundFonts): -\begin{verbatim} - fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2 -\end{verbatim} -% -Once either TiMidity or FluidSynth are running, use -\begin{verbatim} - aconnect -o -l -\end{verbatim} -as described earlier in this section. +\subsection{Playing sound with MIDI emulation} + +Some games (such as Sam and Max) only contain MIDI music data. This once +prevented music for these games from working on platforms that do not support +MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will +not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled +waves and Adlib, 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. diff --git a/doc/07_05.tex b/doc/07_05.tex index e78da21b41..bd754bf9ee 100644 --- a/doc/07_05.tex +++ b/doc/07_05.tex @@ -4,162 +4,38 @@ %%% TeX-master: "readme" %%% End: -\subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)} -\label{sect-compressing-audiofiles} +\subsection{Playing sound with Native MIDI} +% FIXME: Hardcoding < and > here produces wrong output +Use the appropriate -e command line option from the list above to +select your preferred MIDI device. For example, if you wish to use the +Windows MIDI driver, use the -ewindows option. + +\subsubsection{Using MIDI options to customize Native MIDI output} +ScummVM supports a variety of MIDI modes, depending on the capabilities +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. + +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. + +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. -\subsubsection{Using MP3 files for CD audio} - -Use LAME or some other MP3 encoder to rip the CD audio tracks to files. Name -the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support -to use this option. You'll need to rip the file from the CD as a WAV file, -then encode the MP3 files in constant bit rate. This can be done with the -following LAME command line: -\begin{verbatim} - lame -t -q 0 -b 96 track1.wav track1.mp3 -\end{verbatim} - - -\subsubsection{Using Ogg Vorbis files for CD audio} - -Use oggenc or some other vorbis encoder to encode the audio tracks to files. -Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis -support to use this option. You'll need to rip the files from the CD as a WAV -file, then encode the vorbis files. This can be done with the following oggenc -command line with the value after q specifying the desired quality from 0 to 10: -\begin{verbatim} - oggenc -q 5 track1.wav -\end{verbatim} - - -\subsubsection{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'll 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: -\begin{verbatim} - flac --best track1.wav -\end{verbatim} -% -Remember that the quality is always the same, varying encoder options will only -affect the encoding time and resulting filesize. - - -\subsubsection{Compressing MONSTER.SOU with MP3} - -You need LAME, and our extract util from the scummvm-tools package to perform -this task, and ScummVM must be compiled with MAD support. -\begin{verbatim} - extract monster.sou -\end{verbatim} -% -Eventually you will have a much smaller monster.so3 file, copy this file -to your game directory. You can safely remove the monster.sou file. - - -\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis} - -As above, but ScummVM must be compiled with OGG support. Run: -\begin{verbatim} - extract --vorbis monster.sou -\end{verbatim} -% -This should produce a smaller monster.sog file, which you should copy to your -game directory. Ogg encoding may take a considerable longer amount of time -than MP3, so have a good book handy. - - -\subsubsection{Compressing MONSTER.SOU with Flac} - -As above, but ScummVM must be compiled with Flac support. Run: -\begin{verbatim} - extract --flac --best -b 1152 monster.sou -\end{verbatim} -% -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 ), 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. - - -\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2} - -Use our simon2mp3 util 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. - -\begin{tabular}[h]{ll} - simon2mp3 effects &(For Acorn CD version of Simon 1)\\ - simon2mp3 simon &(For Acorn CD version of Simon 1)\\ - simon2mp3 effects.voc&(For DOS CD version of Simon 1)\\ - simon2mp3 simon.voc &(For DOS CD version of Simon 1)\\ - simon2mp3 simon.wav &(For Windows CD version of Simon 1)\\ - simon2mp3 simon2.voc &(For DOS CD version of Simon 2)\\ - simon2mp3 simon2.wav &(For Windows CD version of Simon 2)\\ - simon2mp3 mac &(For Macintosh version of Simon 2)\\ -\end{tabular} - -For Ogg Vorbis add --vorbis to the options, i.e. -\begin{verbatim} - simon2mp3 --vorbis -\end{verbatim} -% -For Flac add --flac and optional parameters, i.e. -\begin{verbatim} - simon2mp3 --flac --best -b 1152 -\end{verbatim} -% -Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this -file to your game dir. You can safely remove the old file. - -\subsubsection{Compressing speech/music in Broken Sword 1} - -The sword1mp3 tool from the scummvm-tools package can encode music and speech -to MP3 as well as Ogg Vorbis. -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'll automatically encode everything to MP3. -Afterwards, you can manually remove the SPEECH?.CLU files and the wave music files. - -Running -\begin{verbatim} - sword1mp3 --vorbis -\end{verbatim} -% -will compress the files using Ogg Vorbis instead of MP3. - -Use -\begin{verbatim} - sword1mp3 --help -\end{verbatim} -% -to get a full list of the options. - -\subsubsection{Compressing speech/music in Broken Sword 2} - -Use our sword2mp3 util rom 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. - -\begin{verbatim} - sword2mp3 speech1.clu - sword2mp3 music1.clu -\end{verbatim} -% -For Ogg Vorbis add --vorbis to the options, i.e. -\begin{verbatim} - sword2mp3 --vorbis -\end{verbatim} -% -Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to -your game dir. 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. - -Please note that sword2mp3 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. diff --git a/doc/07_06.tex b/doc/07_06.tex index 31c95e00ca..9094f3b188 100644 --- a/doc/07_06.tex +++ b/doc/07_06.tex @@ -1,32 +1,86 @@ + %%% Local Variables: %%% mode: latex %%% TeX-master: "readme" %%% End: -\subsection{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. - -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. - -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. +\subsection{Playing sound with Sequencer MIDI} + +If your soundcard driver supports a sequencer, you may set the environment +variable "SCUMMVM\_MIDI" to your sequencer device - e.g., /dev/sequencer + +If you have problems with not hearing audio in this configuration, it is +possible you will need to set the "SCUMMVM\_MIDIPORT" variable to 1 or 2. This +selects the port on the selected sequencer to use. Then start scummvm with the +-eseq parameter. This should work on several cards, and may offer better +performance and quality than Adlib emulation. However, for those systems where +sequencer support does not work, you can always fall back on Adlib emulation. + + +\subsubsection{Playing sound with ALSA sequencer} + +If you have installed the ALSA driver with the sequencer support, then +set the environment variable SCUMMVM\_PORT or the config file parameter +alsa\_port to your sequencer port. The default is "65:0". + +Here is a little howto on how to use the ALSA sequencer with your soundcard. +In all cases, to have a list of all the sequencer ports you have, try the +command +\begin{verbatim} + aconnect -o -l +\end{verbatim} +This should give output similar to: +\begin{verbatim} +client 64: 'External MIDI 0' [type=kernel] + 0 'MIDI 0-0 ' +client 65: 'Emu10k1 WaveTable' [type=kernel] + 0 'Emu10k1 Port 0 ' + 1 'Emu10k1 Port 1 ' + 2 'Emu10k1 Port 2 ' + 3 'Emu10k1 Port 3 ' +client 128: 'Client-128' [type=user] + 0 'TiMidity port 0 ' + 1 'TiMidity port 1 ' +\end{verbatim} +% +This means the external MIDI output of the sound card is located on the +port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2 +and 65:3, and two TiMidity ports, located at 128:0 and 128:1. + +If you have a FM-chip on your card, like the SB16, then you have to load +the soundfonts using the sbiload software. \\ +Example: +\begin{verbatim} + sbiload -p 65:0 /etc/std.o3 /etc/drums.o3 +\end{verbatim} +% +If you have a WaveTable capable sound card, you have to load a sbk or sf2 +soundfont using the sfxload software\\ +Example: +\begin{verbatim} + sfxload /path/to/8mbgmsfx.sf2 +\end{verbatim} +% +If you don't have a MIDI capable soundcard, there are two options: FluidSynth +and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag' +behind music. This is very noticable in iMUSE-enabled games, which use fast +and dynamic music transitions. Running TiMidity as root will allow it to +setup real time priority, which may reduce music lag. + +Asking TiMidity to become an ALSA sequencer: +\begin{verbatim} + timidity -iAqqq -B2,8 -Os1S -s 44100 & +\end{verbatim} +If you get distorted output with this setting, you can try dropping the +-B2,8 or changing the value. + +Asking FluidSynth to become an ALSA sequencer (using SoundFonts): +\begin{verbatim} + fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2 +\end{verbatim} +% +Once either TiMidity or FluidSynth are running, use +\begin{verbatim} + aconnect -o -l +\end{verbatim} +as described earlier in this section. -- cgit v1.2.3