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ScummVM README
Last updated:    $Date$
Release version: 0.7.0-CVS
------------------------------------------------------------------------

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) About
2.0) Contacting
 * 2.1 Reporting Bugs
3.0) Supported Games
 * 3.1 Copy Protection
 * 3.2 Simon the Sorcerer notes
 * 3.3 Broken Sword notes
 * 3.4 Flight of the Amazon Queen notes
 * 3.5 Known Bugs
4.0) Supported Platforms
5.0) Running ScummVM
 * 5.1 Command Line Options
 * 5.2 Language Options
 * 5.3 Graphics Filters
 * 5.4 Hotkeys
 * 5.5 Using Macintosh games
 * 5.6 Multi-CD Games
6.0) Savegames
 * 6.1 Autosaves
7.0) Music and Sound
 * 7.1 Adlib emulation
 * 7.2 MT-32 emulation
 * 7.3 MIDI emulation
 * 7.4 Native MIDI support
 * 7.5 UNIX native & ALSA sequencer support
 * 7.6 Using compressed audiofiles (MP3, Ogg Vorbis, Flac)
 * 7.7 Output sample rate
8.0) Configuration Files
9.0) Compiling
X.X) Credits

1.0) About:
---- ------ 
ScummVM is a collection of interpreters, capable of emulating several
adventure game engines. ScummVM mainly supports games created using 
SCUMM (Script Creation Utility for Maniac Mansion), used in various
LucasArts games such as Monkey Island, Day of the Tentacle, and others.

ScummVM also contains interpreters for several non-SCUMM games. Currently
these are Beneath a Steel Sky, Broken Sword 1 & 2, Flight of the Amazon Queen
and Simon the Sorcerer 1 & 2.

At this time ScummVM should be considered beta software, and is still
under heavy development. Be aware that whilst we attempt to make sure
that many games can be completed with few major bugs, crashes can happen. 

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!

2.0) Contacting:
---- ----------
The easiest way to contact the ScummVM team is by submitting bug reports or
commenting in our forums. You can also join and e-mail the scummvm-devel
mailing list, or chat with us on irc (#scummvm on irc.freenode.net)
Please do not ask us to support an unsupported game - read our homepages
FAQ first.

2.1) Reporting Bugs:
---- ---------------
To report a bug, please create a SourceForge account and follow the bugs
link from our homepage. Please make sure the bug is reproducible, and
still occurs in the latest daily build/current CVS version. Also check
the known bugs list (below) and compatibility listing for that game, to
ensure the issue is not already known.

Also do not report bugs on games that are not listed as being completable
in the 'Supported Games' section, or compatibility list. We -know- those
games have bugs.

Please include the following information:
        - ScummVM version (PLEASE test the latest CVS/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 save game 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.

3.0) Supported Games:
---- ----------------
At the moment the following games have been reported to work, and should
be playable to the end. However, this list generally applies to PC versions.
Mac versions usually should work, too (with some exceptions for older games),
and Amiga versions of games may work with the 'Amiga' flag turned on - but
this is not always true.

SCUMM Games:
     Maniac Mansion (Classic Version)                [Game: maniac]
     Maniac Mansion (Enhanced Version)               [Game: maniac]
     Zak McKracken (Classic Version)                 [Game: zak]
     Zak McKracken (Enhanced Version)                [Game: zak]
     Indiana Jones & the Last Crusade (EGA)          [Game: indy3ega]
     Indiana Jones & the Last Crusade (256)          [Game: indy3]
     Indiana Jones & the Last Crusade (FM-TOWNS)     [Game: indy3towns]
     Loom (16 color floppy version)                  [Game: loom]
     Loom (FM-TOWNS)                                 [Game: loomtowns]
     Loom (256 color CD version)                     [Game: loomcd]
     Zak McKracken (FM-TOWNS)                        [Game: zaktowns]
     Monkey Island 1 (EGA)                           [Game: monkeyega]
     Monkey Island 1 (VGA)                           [Game: monkeyvga]
     Monkey Island 1 (CD)                            [Game: monkey/monkey1]
     Monkey Island 2                                 [Game: monkey2]
     Indiana Jones and the Fate of Atlantis          [Game: atlantis]
     Day of the Tentacle                             [Game: tentacle]
     Sam & Max                                       [Game: samnmax]
     The Dig                                         [Game: dig]
     Full Throttle                                   [Game: ft]
     Curse of Monkey Island                          [Game: comi]

     Fatty Bear's Birthday Surprise                  [Game: fbear]
     Fatty Bear's Fun Pack                           [Game: fbpack]
     Putt-Putt's Fun Pack                            [Game: funpack]
     Putt-Putt Goes To The Moon                      [Game: puttmoon]
     Putt-Putt Joins the Parade                      [Game: puttputt]

Other Games:
     Beneath a Steel Sky                             [Game: sky]
     Broken Sword I                                  [Game: sword1]
     Broken Sword II                                 [Game: sword2]
     Flight of the Amazon Queen                      [Game: queen]
     Simon the Sorcerer 1                            [Game: simon1acorn/
                                                            simon1dos/
                                                            simon1talkie]
     Simon the Sorcerer 2                            [Game: simon2dos/
                                                            simon2talkie]

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.

     Freddi Fish 1: The Case of the Missing Kelp Seeds  [Game: freddi]
     Let's Explore the Airport with Buzzy               [Game: airport]
     Let's Explore the Farm with Buzzy                  [Game: farm]
     Let's Explore the Jungle with Buzzy                [Game: jungle]
     Putt-Putt Saves the Zoo                            [Game: puttzoo]

The following games are SCUMM engine, but NOT supported by ScummVM (yet).

     Most Humongous Entertainment titles

Please be aware that the engine may contain bugs and unimplemented features
that sometimes make it impossible to finish the game. Save often, and please
file a bug report (instructions on submitting bug reports are below) if you
encounter such a bug in a 'supported' game.

3.1) Copy Protection:
---- ----------------
The ScummVM team does not condone piracy. However, there are cases when
LucasArts themselves bundled cracked interpreters with their own games --
the data files still contain the copy protection scripts, but the interpreter
bypasses them. There is no way for us to tell the difference between legitimate
and pirated data files, so for the games where we know the original interpreter
may have been cracked ScummVM will always have to bypass the copy protection.

At the time of writing, that includes the following games:

Indiana Jones & the Last Crusade (EGA)
Indiana Jones & the Last Crusade (FM-TOWNS version)
Loom (16 color floppy version)
Maniac Mansion
Monkey Island 1 (EGA)
Monkey Island 1 (VGA)
Monkey Island 2
Zak McKracken (EGA)
Zak McKracken (FM-TOWNS version)

Beneath a Steel Sky (bypassed with permission from Revolution)

In most cases ScummVM will still show the copy protection screen. Try entering
any answer. Chances are that it will work.

3.2) Simon the Sorcerer 1 and 2 notes:
---- ---------------------------------
The current game targets are:
 simon1acorn  - Use for Simon the Sorcerer 1 for Acorn (CD)
 simon1dos    - Use for Simon the Sorcerer 1 for DOS (Disk)
 simon2dos    - Use for Simon the Sorcerer 2 for DOS (Disk)
 simon1talkie - Use for Simon the Sorcerer 1 Talkie (DOS/Windows)
 simon2talkie - Use for Simon the Sorcerer 2 Talkie (Amiga/DOS/Mac/Windows)

Also make sure that the platform setting is correct, since it is used
to tell the difference between the various ports of the games.

If you have the dual version of Simon the Sorcerer 1 or 2 on CD,
then you will find the Windows version in the main directory of CD
and the DOS Talkie version in the DOS directory of the CD.

3.3) Broken Sword notes
---- ------------------
Broken Sword 1 and 2 both come with in-game cutscenes compressed using 
RAD Game Tools legacy Smacker(tm) format. As RAD is unwilling to open
the older legacy versions of this format to us, and have requested we not
reverse engineer it, Revolution Software has kindly allowed us to provide
re-encoded Broken Sword cutscenes for download on our website.

These cutscenes are provided in MPEG2 format with OGG Vorbis audio.
Viewing these cutscenes thus requires a version of ScummVM compiled 
with both libmpeg2 (preferably 0.4.0 or greater) and libVorbis support.

The cutscenes should be placed in the main game data directory. Note that
currently this requires either copying the game to harddisk or reburning
customised versions of the game CDs.

3.4) Flight of the Amazon Queen notes
---- --------------------------------
In order to use a non-freeware version of Flight of the Amazon Queen (i.e.
your own), you will need to have the 'queen.tbl' file (available from the
Compatibility page on our website) in either the directory containing the
'queen.1' datafile or in the directory where your ScummVM executable resides.
                  
Alternatively, you can use the 'queenrebuild' tool from the Tools module to
'rebuild' your FOTAQ datafile 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.


3.5) Known Problems in ScummVM 0.7.0CVS
---- -----------------------------------
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
the section on Reporting Bugs.

This is a development version. It probably has a LOT of problems. 

4.0) Supported Platforms:
---- --------------------
ScummVM has been ported to run on many platforms and operating systems.
Links to these ports can be found either on the ScummVM web page or by a
Google search. Many thanks to the effort of porters. If you have a port of
ScummVM and wish to commit it into the main CVS, feel free to contact us!

        Windows         - SDL
        Windows CE      - SDL            (iPaq and other handheld devices)
        Linux           - X11/OSS audio  (includes iPaqs running Linux)
        Mac OS X        - SDL
        AmigaOS         - SDL
        MorphOS         - Custom backend
        BeOS            - SDL
        Acorn (RiscOS)  - ???
        Dreamcast       - Custom backend 
        GP32            - Custom backend
        PalmOS          - Custom backend
        UNIX            - SDL            (Linux, Solaris, IRIX, *BSD)

The Dreamcast port does not support Curse of Monkey Island, nor The Dig.
The PalmOS port does not support Curse of Monkey Island, Beneath a Steel
Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some
Palm devices (those with a large dynamic heap).

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).


5.0) Running ScummVM:
---- ----------------
Before you run the engine, you need to put the game's datafiles in a
directory. The filenames must not be in mixed case on *nix systems
(for example, these are valid names: "monkey2.000", "MONKEY2.000", while
this is a bad one: "Monkey2.000"). If you use a game with speech, the file
monster.sou must reside in the same directory as the datafiles.

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 in-built launcher will activate. From this, you can add games (click
'Add Game'), or launch games which have already been configured.

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

  -c, --config=CONFIG      Use alternate configuration file
  -p, --path=PATH          Path to where the game is installed
  -x, --save-slot[=NUM]    Save game slot to load (default: autosave)
  -f, --fullscreen         Force full-screen mode
  -F, --no-fullscreen      Force windowed mode
  -g, --gfx-mode=MODE      Select graphics scaler (see also section 5.3)
  -e, --music-driver=MODE  Select music driver (see also section 7.0)
  -q, --language=LANG      Select language (see also section 5.2)
  -m, --music-volume=NUM   Set the music volume, 0-255 (default: 192)
  -o, --master-volume=NUM  Set the master volume, 0-255 (default: 192)
  -s, --sfx-volume=NUM     Set the sfx volume, 0-255 (default: 192)
  -r, --speech-volume=NUM   Set the voice volume, 0-255 (default: 192)
  -n, --subtitles          Enable subtitles (use with games that have voice)
  -b, --boot-param=NUM     Pass number to the boot script (boot param)
  -d, --debuglevel=NUM     Set debug verbosity level
  -u, --dump-scripts       Enable script dumping if a directory called 'dumps'
                           exists in the current directory

  --cdrom=NUM              CD drive to play CD audio from (default: 0 = first
                           drive)
  --joystick[=NUM]         Enable input with joystick (default: 0 = first
                           joystick)
  --platform=WORD          Specify version of game (allowed values: amiga,
                           atari, fmtowns, mac, pc, windows)
  --savepath=PATH          Path to where savegames are stored
  --multi-midi             Enable combination of Adlib and native MIDI
  --native-mt32            True Roland MT-32 (disable GM emulation)
  --output-rate=RATE       Select output sample rate in Hz (e.g. 22050)
  --aspect-ratio           Enable aspect ratio correction

  --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 SCUMM games, when
                           ScummVM disables it by default.
  --demo-mode              Start demo mode of Maniac Mansion (Classic version)
  --tempo=NUM              Set music tempo (in percent, 50-200) for SCUMM games
                           (default: 100)
  --talkspeed=NUM          Set talk speed for SCUMM games


The meaning of most long options can be inverted by prefixing them with "no-",
e.g. --no-aspect-ratio. This is useful if you want to override a setting in the
configuration file.

The short game name ('game target') you see at the end of the command
line is very important. A short list is contained at the top of this
file. You can also get the current list of games and game names at:
        http://www.scummvm.org/compatibility.php

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,
Curse of Monkey Island, Beneath a Steel Sky. and Simon the Sorcerer 1 & 2.

Maniac Mansion and Zak McKracken
        en  - English (default)
        de  - German
        fr  - French
        it  - Italian
        es  - Spanish

The Dig
        jp  - Japanese
        zh  - Chinese
        kr  - Korean

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 1
        en  - English (default)
        de  - German
        fr  - French
        it  - Italian
        es  - Spanish
        pt  - Portuguese
        cz  - Czech

Simon the Sorcerer: 1 & 2
        en  - English (default)
        de  - German
        fr  - French
        it  - Italian
        es  - Spanish
        hb  - Hebrew
        ru  - Russian


5.3) Graphics filters:
---- -----------------
ScummVM offers several anti-aliasing filters to attempt to improve visual
quality. These are the same filters used in many other emulators, such as
MAME. These filters take the original game graphics, and scale it by a 
certain fixed factor (usually 2x or 3x) before displaying them to you.
So for example, if the game originally run at a resolution of 320x200
(typical for most of the SCUMM games), then using a filter with scale
factor 2x will effectively yield 640x400 graphics. Likewise with a 
3x filter you'll get 960x600.

They are:
        normal     - No filtering, no scaling. Fastest.
        2x         - No filtering, factor 2x (default for non 640x480 games).
        3x         - No filtering, factor 3x.
        2xsai      - 2xsai filter, factor 2x.
        super2xsai - Enhanced 2xsai filtering, factor 2x.
        supereagle - Less blurry than 2xsai, but slower. Factor 2x.
        advmame2x  - Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
        advmame3x  - Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
        hq2x       - Very nice high quality filter but slow. Factor 2x.
        hq3x       - Very nice high quality filter but slow. Factor 3x.
        tv2x       - Interlace filter, tries to emulate a TV. Factor 2x.
        dotmatrix  - Dot matrix effect. Factor 2x.

To select a graphics filter, pass its name via the '-g' option to scummvm,
for example:

    scummvm -g advmame2x monkey2

Note #1: Not all backends support all or any filters. The ones listed above
are for 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 (zaktowns target) uses an original 
resolution of 320x240 - hence for this game scalers will scale to 
640x480 or 960x720.

5.4) Hot Keys:
---- ---------
ScummVM supports various in game hotkeys. They differ between the SCUMM and
simon games.

    Common:
        Cmd-q                  - Quit (Mac OS X)
        Ctrl-q                 - Quit (other unices including Linux)
        Ctrl-z OR Alt-x        - Quit (other platforms)
        Keyboard Arrow Keys    - Simulate mouse movement
        Ctrl-f                 - Toggle fast mode
        Ctrl-m                 - Toggle mouse capture
        Ctrl-Alt 1-8           - Switch between graphics filters
        Ctrl-Alt + and -       - Increase/Decrease the scale factor
        Ctrl-Alt a             - Toggle aspect-ratio correction on/off
                                 Most of the games use a 320x200 pixel
                                 resolution, which may look squashed on
                                 modern monitors. Aspect-ratio correction
                                 stretches the image to use 320x240 pixels
                                 instead, or a multiple thereof
        Alt-Enter              - Toggles full screen/windowed

    SCUMM:
        Ctrl 0-9 and Alt 0-9   - Load and save game state
        Ctrl-g                 - Runs in really REALLY fast mode
        Ctrl-d                 - Starts the debugger
        Tilde (~)              - Show/hide the debugging console
        Ctrl-s                 - Shows memory consumption
        [ and ]                - Music volume, down/up
        - and +                - Text speed, slower/faster
        F5                     - Displays a save/load box
        Space                  - Pauses
        Period (.)             - Skips current line of text in some games
        Enter                  - Simulate left mouse button press
        Tab                    - Simulate right mouse button press

    Beneath a Steel Sky:
        Ctrl 0-9 and Alt 0-9   - Load and save game state
        Ctrl-g                 - Runs in really REALLY fast mode
        F5                     - Displays a save/load box
        Escape                 - Skips the game intro
        Period (.)             - Skips current line of text

    Broken Sword I:
        F5 or ESC              - Displays save/load box

    Broken Sword II:
        Ctrl-d                 - Starts the debugger
        c                      - Display the credits
        p                      - Pauses

    Flight of the Amazon Queen:
        Ctrl-d                 - Starts the debugger
        F1                     - Use Journal (saving/loading)
        F11                    - Quicksave
        F12                    - Quickload
        Escape                 - Skips cutscenes
        Space                  - Skips current line of text

    Simon the Sorcerer 1 & 2:
        Ctrl 0-9 and Alt 0-9   - Load and save game state
        Ctrl-d                 - Starts the debugger
        F1 - F3                - Text speed, faster - slower
        F10                    - Shows all characters and objects you can 
                                 interact with
        - and +                - Music volume, down/up
        m                      - Music on/off
        s                      - Sound effects on/off
        b                      - Background sounds on/off
        p                      - Toggles pause
        t                      - Switch between speech and subtitles
        v                      - Switch between subtitles only and
                                 combined speech & subtitles
                                 [Simon the Sorcerer 2 only]

Note that using ctrl-f and ctrl-g are not recommended: games can crash when
being ran faster than their normal speed, as scripts will lose synchronisation.

Ctrl-f is not supported by the Broken Sword games.

5.5) Using data files from Macintosh game versions:
---- ----------------------------------------------
All LucasArts SCUMM based adventures except CMI also exist in versions for the
Macintosh. ScummVM can use most (all?) of them, however, in some case some
additional work is required. First off, if you are not using a Macintosh for
this, accessing the CD/floppy data might be tricky, since the mac uses a 
special disk format called HFS which other systems usually do not support.
However, there are various free tools on the net which allow reading such HFS
volumes (for example "HFVExplorer" for Windows and "hfsutils" for Linux and
other Unix-like operating systems).

Secondly, most of the newer games shipped only with a  single data file on the
Macintosh. You used to have to manually convert that data file, but this is no
longer necessary, as ScummVM can now open and understand the format natively.

5.6) Multi-CD Games:
---- ---------------

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 games usually install a small number of files to 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.

These instructions are written for the PC versions (which in some case is the
only version) of the games. Windows and DOS use case-insensitive file systems,
so if one CD has a file called MONKEY.DAT and another has a file called
monkey.dat, they are the same files. These instructions give file names in all
lower-case names, even if that's not always how they appear on the CDs. In
fact, on case-sensitive file systems you will have to make sure that all
filenames use either all upper- or all lower-case letters for ScummVM to be
able to find the files.

The instructions for the Broken Sword games are for the Sold-Out Software
versions, which are the ones you are probably most likely to find in stores
now.

5.6.1) The Curse of Monkey Island:
------ ---------------------------

For this game, you'll 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'll need a resource subdirectory with all of the files from the
resource subdirectories on both CDs. Some of the files appear on both CDs, but
again they're identical.

5.6.2) Broken Sword 1:
------ ---------------

For this game, you'll need all of the files from the clusters directories on
both CDs. You will also need the speech.clu files from the speech directories,
but since they are not identical you'll need to rename them speech1.clu and
speech2.clu for CD 1 and 2 respectively.

In addition, you will need a music subdirectory with all of the files from the
music subdirectories on both CDs. Some of these files appear on both CDs, but
in these cases they are either identical or, in one case, so nearly identical
that it makes little difference.

ScummVM does not support the original cutscene files, so there is no need to
copy them.

5.6.3) Broken Sword 2:
------ ---------------

For this game, you'll 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.bin, cd.inf and startup.inf files from the
sword2 directory on CD 1.

ScummVM does not support the original cutscene files, so there is no need to
copy them.

6.0) Savegames:
---- ----------
Savegames are by default put in the current directory. You can specify the save
in the config file by setting the savepath parameter. See the example config
file later in this readme.

You can also use the environment variable SCUMMVM_SAVEPATH to specify where to
put save games. Don't forget the trailing directory separator. Also be aware
that saved games may break between ScummVM releases.

Bash (Unix) example:
        export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/

Windows example:
        set SCUMMVM_SAVEPATH=C:\saved_games\

6.1) Autosaves:
---- ----------
Because ScummVM is still a beta product, it -can- crash and/or hang
occasionally. As such, every five minutes it will save a game in Slot 0. This
game can be loaded via Ctrl-0, or the F5 menu. This autosaving does not, 
however, occur with Simon the Sorcerer 1 and 2, nor with Broken Sword I and II.


7.0) Music and Sound: 
---- ----------------
By default, on most operating systems, ScummVM will automatically use Adlib
emulation. MIDI may not be available on all operating systems or may need
manual configuration. If you ARE using MIDI, you have several different
choices of output, depending on your operating system and configuration.
        
        adlib     - Uses internal Adlib Emulation (default)
        mt32      - Uses internal MT-32 Emulation
        pcjr      - Uses internal PCjr Emulation 
        pcspk     - Uses internal PC Speaker Emulation
        towns     - Uses FM-TOWNS YM2612 Emulation
        windows   - Windows MIDI. Uses built-in sequencer, for Windows users
        seq       - Uses /dev/sequencer for MIDI, *nix users. See below.
        qt        - Quicktime sound, for Macintosh users.
        core      - CoreAudio sound, for MacOS X users.
        amidi     - Uses the MorphOS MIDI system, for MorphOS users
        alsa      - Output using ALSA sequencer device. See below.
        null      - Null output. Don't play any music.

To select a sound driver, pass its name via the '-e' option to scummvm,
for example:

    scummvm -e adlib 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 most games, and offers the
best compatibility between machines and games.

7.2) 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.

NOTE: You need to have enough processor power to use this emulator as it uses
heavy floating-point computations.


7.3) 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.

7.4) 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.


7.5.0) 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 - 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.


7.5.1) Playing sound with ALSA sequencer:                        [UNIX ONLY]
------ ----------------------------------
If you have installed the ALSA driver with the sequencer support, then
set the environment variable SCUMMVM_PORT or the config file parameter
alsa_port to your sequencer port. The default is "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 "aconnect -o -l". This should give output similar to:
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 '

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:
  sbiload -p 65:0 /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 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 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:
  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.

7.6.0) 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'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:

  lame -t -q 0 -b 96 track1.wav track1.mp3


7.6.1) 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'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:

  oggenc -q 5 track1.wav


7.6.2) Using Flac files for CD audio:
------ ------------------------------------
Use flac or some other flac encoder to encode the audio tracks to files.
Name the files track1.flac track2.flac etc. In your filesystem only allows 
three letter extensions, name the files track1.fla track2.fla etc. 
ScummVM must be compiled with flac support to use this option. You'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:

  flac --best track1.wav

Remember that the quality is always the same, varying encoder options will only
affect the encoding time and resulting filesize. 


7.6.3) 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.

  extract 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.


7.6.4) Compressing MONSTER.SOU with Ogg Vorbis:
------ ----------------------------------------
As above, but ScummVM must be compiled with OGG support. Run:

  extract --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.


7.6.5) Compressing MONSTER.SOU with Flac:
------ ----------------------------------------
As above, but ScummVM must be compiled with Flac support. Run:

  extract --flac --best -b 1152 monster.sou

This should produce a smaller monster.sof file, which you should copy to your
game directory. Remember that the quality is always the same, varying encoder
options will only affect the encoding time and resulting  filesize. Playing
with the blocksize (-b <value>), has the biggest impact on the resulting
filesize - 1152 seems to be a good value for those kind of soundfiles. Be sure
to read the encoder documentation before you use other values.


7.6.6) 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.

  simon2mp3 effects     (For simon1acorn)
  simon2mp3 simon       (For simon1acorn)
  simon2mp3 effects.voc (For simon1talkie)
  simon2mp3 simon.voc   (For simon1talkie)
  simon2mp3 simon.wav   (For simon1win)
  simon2mp3 simon2.voc  (For simon2talkie)
  simon2mp3 simon2.wav  (For simon2win) 
  simon2mp3 mac         (For simon2mac) 

For Ogg Vorbis add --vorbis to the options, i.e.

  simon2mp3 --vorbis

For Flac add --flac and optional parameters, i.e.

  simon2mp3 --flac --best -b 1152 

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.

7.6.7) 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 "sword1mp3 --vorbis" will compress the files using Ogg Vorbis instead
of MP3.

Use "sword1mp3 --help" to get a full list of the options.


7.6.8) Compressing speech/music in Broken Sword 2
------ ------------------------------------------
Use our sword2mp3 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.

  sword2mp3 speech1.clu
  sword2mp3 music1.clu

For Ogg Vorbis add --vorbis to the options, i.e.

  sword2mp3 --vorbis

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.


7.7) 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 Steeel 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:  <windir>\scummvm.ini,
        Unix:     ~/.scummvmrc
        Mac OS X: ~/Library/Preferences/ScummVM Preferences
        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
        master_volume=98
        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
        amiga=true

The following keywords are recognized:

        basename        string
        path            string   The path to where a game's data files are
        read_only       bool     If true, ScummVM will never try to overwrite
                                 the configuration file.
        save_slot       number   The save game number to load on startup.
        savepath        string   The path to where a game will store its
                                 savegames.
        versioninfo     string   The version of the ScummVM that created the
                                 configuration file.

        gameid          string   The real id of a game. Useful if you have
                                 several versions of the same game, and want
                                 different aliases for them. See the example.
        description     string   The description of the game as it will appear
                                 in the launcher.

        language        string   Specify language (en, de, fr, it, pt, es, jp,
                                 zh, kr,se, gb, hb, cz, ru)
        subtitles       bool     Set to true to enable subtitles.
        talkspeed       number   Text speed

        fullscreen      bool     Fullscreen mode
        aspect_ratio    bool     Enable aspect ratio correction
        gfx_mode        string   Graphics mode (normal, 2x, 3x, 2xsai,
                                 super2xsai, supereagle, advmame2x, advmame3x,
                                 hq2x, hq3x, tv2x, dotmatrix)

        cdrom           number   Number of CD-ROM unit to use for audio. If
                                 negative, don't even try to access the CD-ROM.
        joystick_num    number   Number of joystick device to use for input
        master_volume   number   The master volume setting (0-255)
        music_driver    string   The music engine to use.
        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.
        native_mt32     bool     If true, disable GM emulation and assume that
                                 there is a true Roland MT-32 available.
        sfx_volume      number   The sfx volume setting (0-255)
        tempo           number   The music tempo (50-200) (default: 100)
        speech_volume   number   The speech volume setting (0-255)

        copy_protection bool     Enable copy protection in SCUMM games ,when
                                 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
        debuglevel      number   Enable debug output. The higher number, the
                                 more verbose output.

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
        speech_mute     bool     If true, speech is 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
        speech_mute     bool     If true, speech is muted

Simon the Sorcerer 1 & 2 add the following non-standard keywords:

        fade            bool     If true, fade effect is enabled
        music_mute      bool     If true, music is muted
        slow_down       number   Makes games slower (1- 10)
        sfx_mute        bool     If true, sound effects are muted
        speech_mute     bool     If true, speech is muted
                                 [Simon the Sorcerer 2 only]

9.0) Compiling:
---- ----------
You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and
a supported compiler. Several compilers, including GCC, mingw and Microsoft
Visual C++ are supported. If you wish to use MP3-compressed CD tracks or
.SOU files, you will need to install the MAD library and define
USE_MAD. Tools for compressing .SOU files to .SO3 files can be
found in the 'tools' CVS module, or in the 'scummvm-tools' package.

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:
        * 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.

    Microsoft Visual C++ 6.0:
        * Open the workspace, scummwm.dsw
        * Enter the path to the needed libraries and includes in Tools|Options|Directories
        * Now it should compile successfully.

    Microsoft Visual C++ 7.0:
        * Open the solution file scummwm.sln
        * Enter the path to the needed libraries and includes in Tools|Options|Projects|VC++ Directories
        * Now it should compile successfully.

    PocketPC - Windows CE:
        * Download the SDLAudio library:
          http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip
        * Open and compile the SDLAudio WCEBuild/WCEBuild workspace in EVC++
        * Open the ScummVM wince/PocketScumm workspace
        * Enter the SDLAudio directory to your includes path
        * Enter the compiled SDLAudio.lib to your link libraries list
        * Now it should compile successfully

    Debian GNU/Linux:
        * Install the packages 'build-essential', 'fakeroot', 'debhelper',
          and 'libsdl1.2-dev' on your system.
        * Install any of these packages (optional): 'libvorbis-dev' (for Ogg
          Vorbis support), 'libasound2-dev' (for ALSA sequencer support),
          'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed
          saves support).
        * Run 'make deb'.
        * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
        
    Mac OS X:
        * Make sure you have the developer tools installed.
        * The SDL developer package for OS X available on the SDL web site is
          _not_ suitable. Rather, you require a unix-style build of SDL. One
          way to get that is to install SDL via Fink (http://fink.sf.net).
          Alternatively you could compile SDL manually from source using its
          unix build system (configure && make).
        * Type ./configure in the ScummVM directory
        * You can now type 'make' to create a command line binary.
        * To get a version you can run from Finder, type 'make bundle' which
          will create ScummVM.app (this only works if you installed SDL
          etc. via Fink and into /sw. If you have installed SDL
          in another way, you'll have to edit the Makefile).

X.X) Credits:
---- --------
 The ScummVM team:
        James Brown          - Lead developer
        Max Horn             - Lead developer
        Torbjorn Andersson   - Engine: SCUMM, Broken Sword II
        David Eriksson       - Engine: Flight of the Amazon Queen
        Robert Goeffringmann - Engine: Beneath a Steel Sky,
                                       Broken Sword I
        Jonathan Gray        - Engine: SCUMM, Broken Sword II
        Travis Howell        - Engine: SCUMM, Simon the Sorcerer
        Oliver Kiehl         - Engine: Beneath a Steel Sky, Simon
        Pawel Kolodziejski   - Engine: SCUMM (Codecs, iMUSE, Smush, etc.)
        Gregory Montoir      - Engine: Flight of the Amazon Queen
        Joost Peters         - Engine: Beneath a Steel Sky,
                                       Flight of the Amazon Queen
        Eugene Sandulenko    - Engine: SCUMM (FT INSANE, bugfixes)
        Chris Apers          - Port: PalmOS
        Nicolas Bacca        - Port: PocketPC/WinCE port
        Marcus Comstedt      - Port: Dreamcast
        Ruediger Hanke       - Port: MorphOS
        Peter Moraliyski     - Port: GP32
        Lionel Ulmer         - Port: X11
        Jamieson Christian   - iMUSE, MIDI, all things musical.
        Jochen Hoenicke      - Speaker & PCjr sound support, Adlib work
        Jeremy Newman        - Webmaster

 Retired Team Members:
        Ralph Brorsen        - Help with GUI implementation
        Vincent Hamm         - Co-Founder
        Felix Jakschitsch    - Zak256 reverse engineering
        Mutwin Kraus         - Original MacOS porter
        Ludvig Strigeus      - Original ScummVM and SimonVM author

 Contributors:
        Andreas Roever       - Broken Sword 1/2 MPEG2 cutscene support
        Quietust             - Sound support for Amiga SCUMM V2 - V3 games
        Stuart Caie          - Decoders for Simon 1 Amiga data files
        Janne Huttunen       - V3 actor mask support, Dig/FT Smush audio
        Kovacs Endre Janos   - Several fixes for Simon1
        Jeroen Janssen       - Numerous readability and bugfix patches
        Claudio Matsuoka     - Daily Linux/BeOS builds 
        Mikesch Nepomuk      - MI1 VGA floppy patches.
        Nicolas Noble        - Config file and ALSA support
        Edward Rudd          - Fixes for playing MP3 versions of MI1/Loom audio
        Daniel Schepler      - Final MI1 CD music support/ 
                               Initial Ogg Vorbis support
        Andre Souza          - SDL-based OpenGL renderer
        Tim 'realmz'         - Initial MI1 CD music support
        Tore Anderson        - Packaging for Debian GNU/Linux

        And to all the contributors, users, and beta testers we've missed.
        Thanks!

 Special thanks to:
        Sander Buskens  - For his work on the initial reversing of Monkey2
        Canadacow       - For his MT-32 emulator
        Kevin Carnes    - For Scumm16, the basis of ScummVM older gfx codec
        Jezar           - For his freeverb filter implementation
        Jim Leiterman   - Various info on his FM-TOWNS/Marty SCUMM ports
        Jimmi Thogersen - For ScummRev, and much obscure code/documentation
        Tristan         - For his Linux port of MT-32 emulator

        Tony Warriner and everyone at Revolution Software Ltd. for sharing
        with us the source of some of their brilliant games, allowing us to
        release Beneath a Steel Sky as freeware... and generally being
        supportive above and beyond the call of duty.

        John Passfield and Steve Stamatiadis for sharing the source of their
        classic title, Flight of the Amazon Queen and also being incredibly
        supportive.

        Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at
        LucasFilm/LucasArts who made SCUMM the insane mess to reimplement
        that it is today. Feel free to drop us a line and tell us what you
        think, guys!



------------------------------------------------------------------------
Good Luck and Happy Adventuring!
The ScummVM team.
http://www.scummvm.org/
------------------------------------------------------------------------