ScummVM README Last updated: 2002-04-05 Release version: 0.2.0 ------------------------------------------------------------------------ For more information, the latest release and progress reports, please visit the ScummVM home page at: http://scummvm.sourceforge.net/ About: ------ ScummVM is an implementation of the SCUMM (Script Creation Utility for Maniac Mansion) engine used in various Lucas Arts games such as Monkey Island and Day of the Tentacle. At this time ScummVM should be considered ALPHA software, as it's still under heavy development. Be aware that while many games will work with few major bugs, crashes can happen. Also note that saved games can, and probably will, be incompatible between releases. Supported Games: ---------------- At the moment the following games have been reported to work, and should be playable to the end: Loom (256 color CD version) Monkey Island 1 (CD version) Monkey Island 2 Indiana Jones And The Fate Of Atlantis Day Of The Tentacle Sam & Max The following games should load, but are not yet fully playable. If you want the latest updates on game compatability, visit our website and view the compatability chart. Zak McKraken (256 color FM Towns version) Indiana Jones and the Last Crusade (256 color version) Full Throttle The Dig The following games are SCUMM engine, but NOT supported by ScummVM (yet). Maniac Mansion Zak McKraken (16 color floppy version) Monkey Island (16 color floppy version) Loom (16 color floppy version) Curse of Monkey Island Please be aware that the engine may contains bugs and non-implemented- features that sometimes make it impossible to finish the game. Save often, and please file a bug report (follow the link on the homepage) if you discover such a bug. Attach a saved game if possible. 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 webpage or by a google search. Many thanks to the effort of porters. If you have a port of ScummVM and wish to commit it into the main CVS, feel free to contact us! Windows - SDL/GDI Windows CE - SDL (iPaq and other handheld devices) Linux - SDL/X11 (includes iPaq devices running Linux) Macintosh - SDL/CUSTOM (Including Classic and Mac OS X) AmigaOS - SDL/AGA MorphOS - SDL Acorn (RiscOS) - ??? BeOS - ??? Dreamcast - ??? Known Bugs: ----------- This release has the following known bugs. There is no need to report them, although patches to fix them are welcome. Sam and Max: - Subgames are not fully functional. - Game may freeze if you look at the Dragon Heart, or trip an alarm, at Bumpusville - Some overlap may occur in graphics, expecially the intro - Music does not work with USE_ADLIB Loom (256 Talkie): - CD music and voices are not always syncronised - Actor masks are not yet used - actors will always appear 'on top' of everything. - Some voices may be skipped altogether - Staff notes draw incorrectly - Copy data files from CD to harddisk. Windows (XP at least) cannot correctly access data from a volume playing music. Reporting Bugs: --------------- To report a bug, please create a SourceForge account and follow the bugs link from our homepage. Please make sure the bug is reproducable, and still exists in the latest daily build/current CVS version. Please include the following information: - Game version (PLEASE test the latest CVS/Daily build) - Bug details, including instructions on reproducing - Language of game (English, German, etc) - Version of game (Talkie, Floppy...) - Platform and Compiler (Win32, Linux, etc) - Attach a save game if possible Compiling: ---------- You need SDL-1.2.2 (maybe older versions will work), and a supported compiler. Several compilers, including GCC, mingw and Microsoft Visual C++ are supported. If you wish to use MP3-compressed CD tracks or .SOU files, you will need to install the MAD library and define COMPRESSED_SOUND_FILE. Tools for compressing .SOU files to .SO3 files can be found in the 'tools' CVS module, or in the 'scummvm-tools' package. GCC: * Type make (or gmake if that's what GNU make is called on your system) and hopefully ScummVM will compile for you. Microsoft Visual C++: * Open the workspace, scummwm.dsw * If you want to compile the GDI version, remove sdl.cpp from the project and add windows.cpp. for the SDL version, remove windows.cpp from the project and add sdl.cpp. * Enter the path to the SDL include files in Tools|Options|Directories * Now it should compile successfully. Running: -------- Before you run the engine, you need to put the game's datafiles in a directory. The filenames must be in lowercase on *nix systems (monkey2.000 and monkey2.001). If you use a game with speech, the file monster.sou must reside in the same directory as scummvm. You can either place the scummvm executable in directory in your path, or place it one dir up from the games install dir. Here is a good example installation directory structure. /Games/LucasArts/ | +-- scummvm | +-- momkey/ | +-- samnmax/ In this installation, is either C: for Windows user, or /usr/ for *nix systems. To run Monkey Island from this install as a Windows user you would make a shortcut with this command: C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey Or, if you have, for example, Full Throttle on CD, and you CD drive is D:, and you wish to disable subtitles and run in fullscreen: C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft The short game name you see at the end of the command line is very important. You can get the current list of games and game names at: http://scummvm.sourceforge.net/compatibility.php Command Line Options: --------------------- scummvm [-f] [-n] [-p] [-s] [-m] [-t] [-b] game -p - path to where the game is installed -b - start in that room -c - drive to play cd audio from. eg, 0 is first drive -s - set the scale factor, 1-3 default is '2' -m - set the music volume, 0-100 default is '60' -t - set music tempo default is '2031616' -e - select sound engine. see below. -g - select graphics scaler. see below. -f - fullscreen mode -n - disable subtitles -r - enable roland conversion. Use this option if music doesn't sound correct. In game Hot Keys: ----------------- Ctrl 0-9 and Shift 0-9 to load and save states. Ctrl-z quits Ctrl-f runs in fast mode. Ctrl-d starts the debugger. Ctrl-s shows memory consumption. F5 displays a save/load box. Space pauses. Alt-Enter toggles full screen (on *nix only) Graphics filters: ----------------- ScummVM offers several antialiasing filters to attempt to improve visual quality. These are the same filters used in many other emulators, such as MAME. They are: -g0 - No filtering. Fastest, obviously. -g1 - 2xSal -g2 - SuperSal. Less blurrier than 2x, but slightly slower -g3 - SuperEagle. Note that at the moment filters are very slow, and slightly buggy. Use at your own risk! .... but feel free to submit a bugfix or optimisation patch :) Music and Sound: ---------------- By default, on most operating systems, ScummVM will automatically use ADLIB emulation. However, some games do not include adlib music - such as Sam and Max. To hear music in such games, you will need to remove the 'USE_ADLIB' define and recompile using Midi support.. (TODO: Make ADLIB and MIDI dynamic!) If you ARE using MIDI, you have several different choices of output, depending on your operating system and configuration. -e0 - Null output. Don't play any music. This is default on non-windows operating systems -e1 - Windows output. This uses the builtin Windows sequencer. Naturally, only on Windows -e4 - Quicktime sound, for Macintosh users. Playing sound with Adlib emulation: ----------------------------------- If you compile ScummVM with the USE_ADLIB flag, an Adlib card will be emulated and ScummVM will output the music as sampled waves. This offers far superior preformance to Timidity, however does not work with some games such as Sam and Max. Playing sound with Sequencer: ----------------------------- If your soundcard driver supports a sequencer, you may set the environment variable "SCUMMVM_MIDI" to your sequencer device - eg, /dev/sequencer Then start ScummVM with the parameter '-e3'. This should work on several cards, and may offer better preformance and quality than Adlib emulation. Playing music with Timidity: ---------------------------- Start Timidity with the following command line : $ timidity -irv 7777 Then start ScummVM with the parameter '-e2'. However, Timidity is not designed to cope with the rapid changes most iMUSE equipped games use - so Adlib emulation or sequencer support are the recommended methods for non-windows/non-macintosh users. Savegames: ---------- Savegames are by default put in the current directory. You can use the environment variable SCUMMVM_SAVEPATH to specify where to put save games. Don't forget the trailing directory separator. Also be aware that saved games can, and probably WILL, break between ScummVM releases. Bash Example: export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/ Windows example: set SCUMMVM_SAVEPATH=C:\saved_games\ Coding style: ------------ For ScummVM coding, we use hugging braces, and two-space tab indents. We occasionally run the following 'indent' parameters to ensure everything is kept standard: -br -bap -nbc -lp -ce -cdw -brs -nbad -nbc -npsl -nip -ts2 -ncs -nbs -npcs -nbap -Tbyte -Tvoid -Tuint32 -Tuint8 -Tuint16 -Tint -Tint8 -Tint16 -Tint32 -TArrayHeader -TMemBlkHeader -TVerbSlot -TObjectData -TImageHeader -TRoomHeader -TCodeHeader -TResHdr -TBompHeader -TMidiChannelAdl -TGui -TScumm -TSoundEngine -TPart -TPlayer ------------------------------------------------------------------------ Good Luck and Happy Adventuring! The ScummVM team. http://scummvm.sourceforge.net/ ------------------------------------------------------------------------