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|
ScummVM README
------------------------------------------------------------------------
For more information, compatibility lists, details on donating, the latest
release, progress reports and more, please visit the ScummVM home page
at: http://www.scummvm.org/
Table of Contents:
------------------
1.0) Introduction
* 1.1 About ScummVM
* 1.2 Quick start
2.0) Contact
* 2.1 Reporting Bugs
3.0) Supported Games
* 3.1 Copy Protection
* 3.2 Commodore64 games notes
* 3.3 Maniac Mansion NES notes
* 3.4 Macintosh games notes
* 3.5 Multi-CD games notes
* 3.6 The Curse of Monkey Island notes
* 3.7 Broken Sword games notes
* 3.8 Beneath a Steel Sky notes
* 3.9 Flight of the Amazon Queen notes
* 3.10 Gobliiins notes
* 3.11 Inherit the Earth: Quest for the Orb notes
* 3.12 Simon the Sorcerer notes
* 3.13 The Feeble Files notes
* 3.14 The Legend of Kyrandia notes
* 3.15 Sierra AGI games Predictive Input Dialog notes
* 3.16 Mickey's Space Adventure notes
* 3.17 Winnie the Pooh notes
* 3.18 Troll's Tale notes
* 3.19 Dragon History notes
* 3.20 Known Problems
4.0) Supported Platforms
5.0) Running ScummVM
* 5.1 Command Line Options
* 5.2 Language Options
* 5.3 Graphics Filters
* 5.4 Global Menu
* 5.5 Hotkeys
6.0) Savegames
* 6.1 Autosaves
* 6.2 Converting savegames
* 6.3 Viewing/Loading savegames from the command line
7.0) Music and Sound
* 7.1 AdLib emulation
* 7.2 FluidSynth MIDI emulation
* 7.3 MT-32 emulation
* 7.4 MIDI emulation
* 7.5 Native MIDI support
* 7.6 UNIX native, ALSA and dmedia sequencer support
* 7.7 TiMidity++ MIDI server support
* 7.8 Using compressed audio files (MP3, Ogg Vorbis, Flac)
* 7.9 Output sample rate
8.0) Configuration file
9.0) Compiling
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!
Originally it was designed to run LucasArts' SCUMM games, such as Maniac
Mansion, Monkey Island, Day of the Tentacle or Sam and Max. SCUMM stands
for 'Script Creation Utility for Maniac Mansion', which was the first
game for which LucasArts designed this system. And much later it gave
its name to ScummVM ('VM' meaning Virtual Machine).
Over time support for a lot of non-SCUMM games has been added, and
ScummVM now also supports many of Sierra's AGI and SCI games (such as King's
Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and
2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword I and II, Flight of
the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia series, many of
Humongous Entertainment's children's SCUMM games (including Freddi Fish and
Putt Putt games) and many more. You can find a full list with details on which
adventures 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 regular desktop
computers (running Windows, Linux, Mac OS X, ...), game consoles
(Dreamcast, Nintendo DS & Wii, PS2, PSP, ...), smartphones (Android,
iPhone, PocketPC, Symbian ...) and more.
At this time ScummVM 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 and we offer no warranty. That being said,
some of the games have been supported for a long time and should work
fine with any recent stable release. You can get a feeling of how well
each game is working in ScummVM by looking at the compatibility page.
Actually if you browse a bit around you might discover that ScummVM is
even being used commercially to re-release some of the supported games on
modern platforms. This shows that several companies are happy with the
quality of the software and how well it can run some of the games.
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!
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
subdirectories 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.
2.1) Reporting Bugs:
---- ---------------
To report a bug, please create a SourceForge account and follow the
"Bug Tracker" link from our homepage. Please make sure the bug is
reproducible, and still occurs in the latest git/Daily build version.
Also check the known problems list (below) and the compatibility list
on our website for that game, to ensure the issue is not already known:
http://www.scummvm.org/compatibility_stable.php
Please do not report bugs on games that are not listed as being
completeable in the 'Supported Games' section, or compatibility list. We
-know- those games have bugs.
Please include the following information:
- ScummVM version (PLEASE test the latest git/Daily build)
- Bug details, including instructions on reproducing
- Language of game (English, German, ...)
- Version of game (talkie, floppy, ...)
- Platform and Compiler (Win32, Linux, FreeBSD, ...)
- Attach a savegame if possible
- If this bug only occurred recently, please note the last version
without the bug, and the first version including the bug. That way
we can fix it quicker by looking at the changes made.
Finally, please report each issue separately; do not file multiple issues
on the same ticket. (Otherwise, it gets difficult to track the status of
each individual bug).
3.0) Supported Games:
---- ----------------
At the moment the following games have been reported to work, and should
be playable to the end:
SCUMM Games by LucasArts:
Maniac Mansion [maniac]
Zak McKracken and the Alien Mindbenders [zak]
Indiana Jones and the Last Crusade [indy3]
Loom [loom]
The Secret of Monkey Island [monkey]
Monkey Island 2: LeChuck's Revenge [monkey2]
Indiana Jones and the Fate of Atlantis [atlantis]
Day of the Tentacle [tentacle]
Sam & Max Hit the Road [samnmax]
Full Throttle [ft]
The Dig [dig]
The Curse of Monkey Island [comi]
AGI Games by Sierra:
The Black Cauldron [bc]
Gold Rush! [goldrush]
King's Quest I [kq1]
King's Quest II [kq2]
King's Quest III [kq3]
King's Quest IV [kq4]
Leisure Suit Larry in the Land of the
Lounge Lizards [lsl1]
Mixed-Up Mother Goose [mixedup]
Manhunter 1: New York [mh1]
Manhunter 2: San Francisco [mh2]
Police Quest I: In Pursuit of the Death
Angel [pq1]
Space Quest I: The Sarien Encounter [sq1]
Space Quest II: Vohaul's Revenge [sq2]
Fanmade Games [agi-fanmade]
AGOS Games by Adventuresoft/Horrorsoft:
Elvira - Mistress of the Dark [elvira1]
Elvira II - The Jaws of Cerberus [elvira2]
Personal Nightmare [pn]
Waxworks [waxworks]
Simon the Sorcerer 1 [simon1]
Simon the Sorcerer 2 [simon2]
Simon the Sorcerer's Puzzle Pack
- Demon In My Pocket [dimp]
Simon the Sorcerer's Puzzle Pack
- Jumble [jumble]
Simon the Sorcerer's Puzzle Pack
- NoPatience [puzzle]
Simon the Sorcerer's Puzzle Pack
- Swampy Adventures [swampy]
The Feeble Files [feeble]
GOB Games by Coktel Vision:
Bargon Attack [bargon]
Gobliiins [gob1]
Gobliins 2 [gob2]
Goblins 3 [gob3]
Lost in Time [lostintime]
The Bizarre Adventures of Woodruff
and the Schnibble [woodruff]
Ween: The Prophecy [ween]
MADE Games by Activision:
Leather Goddesses of Phobos 2 [lgop2]
Return to Zork [rtz]
Rodney's Funscreen [rodney]
The Manhole [manhole]
Other Games:
Beneath a Steel Sky [sky]
Broken Sword: The Shadow of the Templars [sword1]
Broken Sword II: The Smoking Mirror [sword2]
Cruise for a Corpse [cruise]
Discworld [dw]
Discworld 2: Missing Presumed ...!? [dw2]
Dragon History [draci]
Drascula: The Vampire Strikes Back [drascula]
Flight of the Amazon Queen [queen]
Future Wars [fw]
Inherit the Earth: Quest for the Orb [ite]
Nippon Safes Inc. [nippon]
The Legend of Kyrandia [kyra1]
The Legend of Kyrandia: The Hand of Fate [kyra2]
The Legend of Kyrandia: Malcolm's Revenge [kyra3]
Touche: The Adventures of the Fifth
Musketeer [touche]
SCUMM Games by Humongous Entertainment:
Backyard Baseball [baseball]
Backyard Baseball 2001 [baseball2001]
Backyard Football [football]
Big Thinkers First Grade [thinker1]
Big Thinkers Kindergarten [thinkerk]
Blue's 123 Time Activities [Blues123Time]
Blue's ABC Time Activities [BluesABCTime]
Blue's Art Time Activities [arttime]
Blue's Birthday Adventure [BluesBirthday]
Blue's Reading Time Activities [readtime]
Fatty Bear's Birthday Surprise [fbear]
Fatty Bear's Fun Pack [fbpack]
Freddi Fish 1: The Case of the Missing
Kelp Seeds [freddi]
Freddi Fish 2: The Case of the Haunted
Schoolhouse [freddi2]
Freddi Fish 3: The Case of the Stolen
Conch Shell [freddi3]
Freddi Fish 4: The Case of the Hogfish
Rustlers of Briny Gulch [freddi4]
Freddi Fish 5: The Case of the Creature
of Coral Cove [freddicove]
Freddi Fish and Luther's Maze Madness [maze]
Freddi Fish and Luther's Water Worries [water]
Let's Explore the Airport with Buzzy [airport]
Let's Explore the Farm with Buzzy [farm]
Let's Explore the Jungle with Buzzy [jungle]
Pajama Sam 1: No Need to Hide When It's
Dark Outside [pajama]
Pajama Sam 2: Thunder and Lightning
Aren't so Frightening [pajama2]
Pajama Sam 3: You Are What You Eat
From Your Head to Your Feet [pajama3]
Pajama Sam's Lost & Found [lost]
Pajama Sam's Sock Works [socks]
Putt-Putt Joins the Parade [puttputt]
Putt-Putt Goes to the Moon [puttmoon]
Putt-Putt Saves the Zoo [puttzoo]
Putt-Putt Travels Through Time [putttime]
Putt-Putt Enters the Race [puttrace]
Putt-Putt Joins the Circus [puttcircus]
Putt-Putt and Pep's Balloon-O-Rama [balloon]
Putt-Putt and Pep's Dog on a Stick [dog]
Putt-Putt & Fatty Bear's Activity Pack [activity]
Putt-Putt's Fun Pack [funpack]
SPY Fox 1: Dry Cereal [spyfox]
SPY Fox 2: Some Assembly Required [spyfox2]
SPY Fox 3: Operation Ozone [spyozon]
SPY Fox in Cheese Chase [chase]
SPY Fox in Hold the Mustard [mustard]
Living Books Games:
Aesop's Fables: The Tortoise and the Hare [tortoise]
Arthur's Birthday [arthurbday]
Arthur's Teacher Trouble [arthur]
Dr. Seuss's ABC [seussabc]
Green Eggs and Ham [greeneggs]
Harry and the Haunted House [harryhh]
Just Grandma and Me [grandma]
Little Monster at School [lilmonster]
Ruff's Bone [ruff]
Sheila Rae, the Brave [sheila]
Stellaluna [stellaluna]
The Berenstain Bears Get in a Fight [bearfight]
The Berenstain Bears in the Dark [beardark]
The New Kid on the Block [newkid]
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.
Backyard Baseball 2003 [baseball2003]
Backyard Football 2002 [football2002]
Backyard Soccer [soccer]
Backyard Soccer MLS [soccermls]
Backyard Soccer 2004 [soccer2004]
Blue's Treasure Hunt [BluesTreasureHunt]
Pajama Sam: Games to Play on Any Day [pjgames]
The following games are based on the SCUMM engine, but NOT supported
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.
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.
In some cases ScummVM will still show the copy protection screen. Try
entering any answer. Chances are that it will work.
ScummVM will skip copy protection in the following games:
* Maniac Mansion
* Zak McKracken and the Alien Mindbenders
* Loom (EGA)
* The Secret of Monkey Island (VGA)
* Monkey Island 2: LeChuck's Revenge
* Beneath a Steel Sky
-- bypassed with kind permission from Revolution Software.
* Inherit the Earth: Quest for the Orb (Floppy version)
-- bypassed with kind permission from Wyrmkeep Entertainment,
since it was bypassed in all CD releases of the game.
* Simon the Sorcerer 1 (Floppy version)
* Simon the Sorcerer 2 (Floppy version)
-- bypassed with kind permission from Adventure Soft,
since it was bypassed in all CD releases of the game.
* Waxworks
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.
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.
3.3) Maniac Mansion NES notes:
---- -------------------------
Supported versions are English GB (E), French (F), German (G), Italian (I),
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, I, 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.
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.
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:
http://wiki.scummvm.org/index.php/HOWTO-Mac_Games
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.
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.
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 games notes:
---- -------------------------
The instructions for the Broken Sword games are for the Sold-Out
Software versions, with each game on two CDs, since these were the
versions most easily available at the time ScummVM gained support for
them. Hopefully they are general enough to be useful to other releases
as well.
3.7.1) Broken Sword games cutscenes:
------ -----------------------------
The cutscenes for the Broken Sword games have a bit of a history (see
the next section, if you are interested), but in general all you need to
do is to copy the .SMK files from the "SMACKS" or "SMACKSHI" directories
on the CDs to the same directory as the other game data files. (Broken
Sword has a "SMACKSLO" directory with the same cutscenes, but these are
of lower quality.) You can put them in a subdirectory called "video" if
you find that neater.
Some re-releases of the games, as well as the PlayStation version, do
not have Smacker videos. Revolution Software has kindly allowed us to
provide re-encoded 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.
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 Broken Sword, we also provide a subtitles add-on. Simply unpack it
and follow the instructions in its readme.txt file. (Broken Sword II
already has subtitles; no extra work is needed for them.)
3.7.2) Broken Sword games cutscenes, in retrospect:
------ --------------------------------------------
The original releases of the Broken Sword games used RAD Game Tools's
Smacker(tm) format. As RAD was unwilling to open the older legacy
versions of this format to us, and had requested we not reverse engineer
it, an alternative solution had to be found.
In Broken Sword II, it was possible to play back the voice-over without
playing the video itself. This remained a fallback until ScummVM 1.0.0,
but was never the only solution for any stable release.
In ScummVM 0.6.0 we used MPEG, which provided a reasonable trade-off
between size and quality. In ScummVM 0.10.0 this was superseded by DXA
(originally added for AdventureSoft's "The Feeble Files"). This gave us
a way of providing the cutscenes in the exact same quality as the
originals, at the cost of being larger.
Finally, in early 2006, the Smacker format was reverse engineered for
the FFmpeg project. Thanks to their hard work, ScummVM 1.0.0 now
supports the original cutscenes. At the same time, MPEG support was
dropped. From a technical standpoint, this was a good thing since
decoding MPEG movies added a lot of complexity, and they didn't look as
good as the Smacker and DXA versions anyway.
3.7.3) Broken Sword:
------ -------------
For this game, you will need all of the files from the clusters
directories on both CDs. For the Windows and Macintosh versions, 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. The PlayStation version
requires the speech.tab, speech.dat, speech.lis, and speech.inf.
In addition, the Windows and Macintosh versions require 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. The PlayStation version requires tunes.dat and
tunes.tab.
3.7.4) Broken Sword II:
------ ----------------
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.
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.
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.
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.
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:
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:
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.
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.
3.13) The Feeble Files notes:
----- -----------------------
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.
To use the speech files with ScummVM, they need to be renamed as follows:
Rename voices.wav on CD1 to voices1.wav
Rename voices.wav on CD2 to voices2.wav
Rename voices.wav on CD3 to voices3.wav
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. The file should always be included in official ScummVM packages.
In case ScummVM complains that the file is missing you can find it on the
'Downloads' page of the ScummVM website. Note that the current Windows
release of ScummVM should contain the file embedded into the executable,
thus you only need to grab it in case ScummVM complains about the file
being missing.
3.15) Sierra AGI games Predictive Input Dialog notes:
----- -----------------------------------------------
The Predictive Input Dialog is a ScummVM aid for running AGI engine
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.
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.
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 is possible to import saved games from the original interpreter of the
game into 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 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 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) Dragon History notes:
----- ---------------------
There are 4 language variants of the game: Czech, English, Polish and
German. Each of them is distributed in a separate archive. The only
official version is the Czech one, and the English, Polish and German
ports have always been work in progress and never officially released.
Although all texts are fully translated, it is known that some of them
contain typos.
There exists an optional Czech dubbing for the game. For bandwidth
reasons, you can download it separately and then unpack it to the
directory of the game. You can listen to the Czech dubbing with all
language variants of the game, while reading the subtitles.
All game files and the walkthrough can be downloaded from
http://www.ucw.cz/draci-historie/index-en.html
3.20) 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
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 PC-Engine Kanji version requires the system card rom
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.
Elvira - Mistress of the Dark
- No music in the Atari ST version
Elvira II - The Jaws of Cerberus
- No music in the Atari ST version
- No sound effects in the PC version
- Palette issues in the Atari ST 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 names of items, when hovering over them
in Swampy Adventures.
The Feeble Files:
- Subtitles are often incomplete, they were always disabled in the
original game.
The Legend of Kyrandia:
- No music or sound effects in the Macintosh floppy versions.
- Macintosh CD is using included DOS music and sound effects.
Humongous Entertainment games:
- Only the original load and save interface can be used.
- No support for multiplayer or 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 our porters for their efforts. If you have
a port of ScummVM and wish to commit it into the master git, feel free to
contact us!
Supported platforms include (but are not limited to):
UNIX (Linux, Solaris, IRIX, *BSD, ...)
Windows
Windows CE and Windows Mobile (including Smartphones and PocketPCs)
Mac OS X
AmigaOS
Android
BeOS
Dreamcast
GP2x
iPhone (also includes iPod Touch and iPad)
Maemo (Nokia Internet tablet N810)
Nintendo 64
Nintendo DS
Nintendo GameCube
Nintendo Wii
OS/2
PlayStation 2
PlayStation Portable
Symbian
WebOS
The Dreamcast port does not support The Curse of Monkey Island, nor The
Dig. The Nintendo DS port does not support Full Throttle, The Dig, or
The Curse of Monkey Island.
For more platform specific limitations, please refer to our Wiki:
http://wiki.scummvm.org/index.php/Platforms
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).
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.
ScummVM can also be launched into a game directly using Command Line
arguments -- see the next section.
5.1) Command Line Options:
---- ---------------------
Usage: scummvm [OPTIONS]... [GAME]
[GAME] Short name of game to load. For example, 'monkey'
for Monkey Island. This can be either a built-in
gameid, or a user configured target.
-v, --version Display ScummVM version information and exit
-h, --help Display a brief help text and exit
-z, --list-games Display list of supported games and exit
-t, --list-targets Display list of configured targets and exit
--list-saves=TARGET Display a list of savegames for the game (TARGET) specified
--console Enable the console window (default: enabled) (Windows only)
-c, --config=CONFIG Use alternate configuration file
-p, --path=PATH Path to where the game is installed
-x, --save-slot[=NUM] Savegame slot to load (default: autosave)
-f, --fullscreen Force full-screen mode
-F, --no-fullscreen Force windowed mode
-g, --gfx-mode=MODE Select graphics scaler (see also section 5.3)
--gui-theme=THEME Select GUI theme (default, modern, classic)
--themepath=PATH Path to where GUI themes are stored
--list-themes Display list of all usable GUI themes
-e, --music-driver=MODE Select music driver (see also section 7.0)
--list-audio-devices List all available audio devices
-q, --language=LANG Select game's language (see also section 5.2)
-m, --music-volume=NUM Set the music volume, 0-255 (default: 192)
-s, --sfx-volume=NUM Set the sfx volume, 0-255 (default: 192)
-r, --speech-volume=NUM Set the voice volume, 0-255 (default: 192)
--midi-gain=NUM Set the gain for MIDI playback, 0-1000 (default: 100)
(only supported by some MIDI drivers)
-n, --subtitles Enable subtitles (use with games that have voice)
-b, --boot-param=NUM Pass number to the boot script (boot param)
-d, --debuglevel=NUM Set debug verbosity level
--debugflags=FLAGS Enable engine specific debug flags
(separated by commas)
-u, --dump-scripts Enable script dumping if a directory called 'dumps'
exists in the current directory
--cdrom=NUM CD drive to play CD audio from (default: 0 = first
drive)
--joystick[=NUM] Enable joystick input (default: 0 = first joystick)
--platform=WORD Specify platform of game (allowed values: 2gs, 3do,
acorn, amiga, atari, c64, fmtowns, mac, nes, pc,
pce, segacd, windows)
--savepath=PATH Path to where savegames are stored
--extrapath=PATH Extra path to additional game data
--soundfont=FILE Select the SoundFont for MIDI playback (Only
supported by some MIDI drivers)
--multi-midi Enable combination of AdLib and native MIDI
--native-mt32 True Roland MT-32 (disable GM emulation)
--enable-gs Enable Roland GS mode for MIDI playback
--output-rate=RATE Select output sample rate in Hz (e.g. 22050)
--opl-driver=DRIVER Select AdLib (OPL) emulator (db, mame)
--aspect-ratio Enable aspect ratio correction
--render-mode=MODE Enable additional render modes (cga, ega, hercGreen,
hercAmber, amiga)
--alt-intro Use alternative intro for CD versions of Beneath a
Steel Sky and Flight of the Amazon Queen
--copy-protection Enable copy protection in games, when
ScummVM disables it by default.
--talkspeed=NUM Set talk delay for SCUMM games, or talk speed for
other games (default: 60)
--demo-mode Start demo mode of Maniac Mansion (Classic version)
--tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games
(default: 100)
The meaning of most long options (that is, those options starting with a
double-dash) can be inverted by prefixing them with "no-". For example,
--no-aspect-ratio will turn aspect ratio correction off. This is useful
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.
Examples:
* Win32:
Running Monkey Island, fullscreen, from a hard disk:
C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
Running Full Throttle from CD, fullscreen and with subtitles enabled:
C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
* Unix:
Running Monkey Island, fullscreen, from a hard disk:
/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
Running Full Throttle from CD, fullscreen and with subtitles enabled:
/path/to/scummvm -f -n -p/cdrom/resource/ ft
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 and
Broken Sword.
Note that with the exception of Beneath a Steel Sky, Broken Sword,
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.
Maniac Mansion and Zak McKracken
en - English (default)
de - German
fr - French
it - Italian
es - Spanish
The Dig
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
Beneath a Steel Sky
gb - English (Great Britain) (default)
en - English (USA)
de - German
fr - French
it - Italian
pt - Portuguese
es - Spanish
se - Swedish
Broken Sword
en - English (default)
de - German
fr - French
it - Italian
es - Spanish
pt - Portuguese
cz - Czech
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
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, select it in the Launcher, or 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 #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.
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
COMPOSER
CRUISE
DRACI
DRASCULA
GOB
GROOVIE
HUGO
KYRA
LURE
MADE
MOHAWK
PARALLACTION
QUEEN
SAGA
SCI
SCUMM
SKY
SWORD1
SWORD2
TEENAGENT
TOUCHE
TSAGE
TUCKER
5.5) Hotkeys:
---- --------
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-u - Mute all sounds
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:
F5 or Escape - Displays save/load box
Broken Sword II:
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
p - Pauses
Dragon History:
F5 - Displays the Global Menu
left click - Walk, explore
right click - Use, talk
move mouse up, i - Inventory
move mouse down, m - Map
Escape - Skip the intro, exit map/inventory
any click - Skip the currently dubbed sentence
q - Quick walking on/off
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]
Pause - Pauses
t - Switch between speech only and
combined speech and subtitles
[Simon the Sorcerer 1 CD (other than
English and German) and Simon the
Sorcerer 2 CD (all languages)]
v - Switch between subtitles only and
combined speech and subtitles
[Simon the Sorcerer 2 CD 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
Pause - 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
Pause - Pauses
t - Switch between speech only and
combined 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
TeenAgent
F5 - Displays the Global Menu
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.
The platforms that currently have a different default directory are:
Mac OS X:
$HOME/Documents/ScummVM Savegames/
Other unices:
$HOME/.scummvm/
Windows Vista/7:
\Users\username\AppData\Roaming\ScummVM\Saved games\
Windows 2000/XP:
\Documents and Settings\username\Application Data\ScummVM\Saved games\
Windows NT4:
<windir>\Profiles\username\Application Data\ScummVM\Saved games\
Savegames are stored under a hidden area in Windows NT4/2000/XP/Vista/7,
which can be accessed by running "%APPDATA%\ScummVM\Saved Games\" or by
enabling hidden files in Windows Explorer.
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.
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'
Where 'xxx' is exact the saved game slot (ie 001) under ScummVM
6.3) Viewing/Loading savegames from the command line:
---- ------------------------------------------------
--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
CGE
CINE
CRUISE
DRACI
GROOVIE
HUGO
KYRA
LURE
MOHAWK
PARALLACTION
QUEEN
SAGA
SCI
SCUMM
SKY
SWORD1
SWORD2
TEENAGENT
TINSEL
TOON
TOUCHE
TSAGE
TUCKER
--save-slot/-x:
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.
Engines which currently support --save-slot/-x are:
AGI
CGE
CINE
CRUISE
DRACI
GROOVIE
HUGO
KYRA
LURE
MOHAWK
QUEEN
SAGA
SCI
SCUMM
SKY
SWORD1
SWORD2
TEENAGENT
TINSEL
TOON
TOUCHE
TSAGE
TUCKER
7.0) Music and Sound:
---- ----------------
On most operating systems and for most games, ScummVM will by default
use MT-32 or 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
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.
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:
scummvm -eadlib monkey2
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 several 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.
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.)
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:
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.
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.
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.
7.5) Playing sound with Native MIDI:
---- -------------------------------
Use the appropriate -e<mode> command line option from the list above to
select your preferred MIDI device. For example, if you wish to use the
Windows MIDI driver, use the -ewindows option.
7.5.1) 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.
7.6) Playing sound with Sequencer MIDI: [UNIX ONLY]
---- ----------------------------------
If your soundcard driver supports a sequencer, you may set the
environment variable "SCUMMVM_MIDI" to your sequencer device -- for
example, to /dev/sequencer
If you have problems with not hearing audio in this configuration, you
may need to set the environment variable "SCUMMVM_MIDIPORT" 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 sequencer support, then you
may set the environment variable "SCUMMVM_PORT" or the config file
variable "alsa_port" to specify your sequencer port. If neither is set,
the default behavior is to try both "65:0" and "17:0".
Here is a brief guide on how to use the ALSA sequencer with your
soundcard. In all cases, to obtain 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'
client 16: 'SBLive! Value [CT4832]' [type=kernel]
0 'EMU10K1 MPU-401 (UART)'
client 17: 'Emu10k1 WaveTable' [type=kernel]
0 'Emu10k1 Port 0 '
1 'Emu10k1 Port 1 '
2 'Emu10k1 Port 2 '
3 'Emu10k1 Port 3 '
client 128: 'TiMidity' [type=user]
0 'TiMidity port 0 '
1 'TiMidity port 1 '
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.
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:
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.
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'
command as described earlier in this section.
7.6.2) Playing sound with IRIX dmedia sequencer: [UNIX ONLY]
---- -------------------------------------------
If you are using IRIX and the dmedia driver with sequencer support, you
can set the environment variable "SCUMMVM_MIDIPORT" or the config file
variable "dmedia_port" to specify your sequencer port. The default is to
use the first port.
To get a list of configured midi interfaces on your system, run
"startmidi" without parameters. Example output:
2 MIDI interfaces configured:
Serial Port 2
Software Synth
In this example, you can configure ScummVM to use the "Software Synth"
instead of the default "Serial Port 2" by adding a line
dmedia_port=Software Synth
to your configuration file in the section [scummvm], or setting
SCUMMVM_PORT=Software Synth in your environment.
7.7) Using TiMidity++ MIDI server:
---- -----------------------------
If your system lacks any MIDI sequencer, but you still want better MIDI
quality than default AdLib emulation can offer, you can try the
TiMidity++ MIDI server. See http://timidity.sourceforge.net/ for
download and install instructions.
First, you need to start a daemon:
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
via the "TIMIDITY_HOST" environment variable. You can also specify
a "device number" using the "SCUMMVM_MIDIPORT" environment variable.
7.8) Using compressed audio files
---- ----------------------------
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:
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:
oggenc -q 5 track1.wav
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. If 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.
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.
compress_scumm_sou monster.sou
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.
7.8.4) Compressing MONSTER.SOU with Ogg Vorbis:
------ ----------------------------------------
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.
7.8.5) Compressing MONSTER.SOU with Flac:
------ ----------------------------------
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
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.
compress_agos effects (For Acorn CD version of Simon 1)
compress_agos simon (For Acorn CD version of Simon 1)
compress_agos effects.voc (For DOS CD version of Simon 1)
compress_agos simon.voc (For DOS CD version of Simon 1)
compress_agos simon.wav (For Windows CD version of Simon 1)
compress_agos simon2.voc (For DOS CD version of Simon 2)
compress_agos simon2.wav (For Windows CD version of Simon 2)
compress_agos mac (For Macintosh version of Simon 2)
compress_agos voices1.wav (For Windows 2CD/4CD version of Feeble)
compress_agos voices2.wav (For Windows 2CD/4CD version of Feeble)
compress_agos voices3.wav (For Windows 4CD version of Feeble)
compress_agos voices4.wav (For Windows 4CD version of Feeble)
compress_agos Music (For Windows version of Puzzle Pack)
For Ogg Vorbis add --vorbis to the options, i.e.
compress_agos --vorbis
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.
7.8.7) Compressing speech/music in Broken Sword:
------ -----------------------------------------
The 'compress_sword1' tool from the scummvm-tools package can encode
music and speech to MP3, Ogg Vorbis as well as Flac. 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.
Use "compress_sword1 --help" to get a full list of the options.
7.8.8) Compressing speech/music in Broken Sword II:
------ --------------------------------------------
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
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.
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 II. It will not work with any of the
other *.clu files, nor will it work with the speech files from Broken
Sword.
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 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.
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.
8.0) Configuration file:
---- -------------------
By default, the configuration file is saved in, and loaded from:
Windows Vista/7:
\Users\username\AppData\Roaming\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 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.
Unix:
~/.scummvmrc
Mac OS X:
~/Library/Preferences/ScummVM Preferences
(here, ~ refers to your home 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
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
disable_dithering bool Remove dithering artifacts from EGA games
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).
console bool Enable the console window (default: enabled) (Windows 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.
opl_driver string The AdLib (OPL) emulator 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 II 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
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
King's Quest VI Windows adds the following non-standard keyword:
windows_cursors bool If true, the original unscaled black and white
Windows cursors are used instead of the DOS
ones. If false, the DOS cursors are used in the
Windows version, upscaled to match the rest of
the upscaled graphics
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
The Legend of Kyrandia adds the following non-standard keyword:
walkspeed int The walk speed (0-4)
The 7th Guest adds the following non-standard keyword:
t7g_speed string Video playback speed (normal, tweaked, im_an_ios)
9.0) Compiling:
---- ----------
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 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++ 8/9/10:
* Read up on how to create the project files in "dists\msvc8",
"dists\msvc9" respectively "dists\msvc10".
* Open the resulting solution file.
* Enter the path to the needed libraries and includes in
Tools|Options|Projects and Solutions|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
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:
* Install Maemo SDK with 4.1.2 rootstrap
* Install libmad, Tremor, FLAC from source
* run 'ln -s backends/platform/maemo/debian'
* update debian/changelog
* run 'sb2 dpkg-buildpackage -b'
------------------------------------------------------------------------
Good Luck and Happy Adventuring!
The ScummVM team.
http://www.scummvm.org/
------------------------------------------------------------------------
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