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|
ScummVM README
Last updated: 2002-09-10
Release version: 0.2.3 [CVS]
------------------------------------------------------------------------
For more information, compatibility lists, details on donating, the latest
release, progress reports and more, please visit the ScummVM home page
at: http://scummvm.sourceforge.net/
About:
------
ScummVM is an implementation of the SCUMM (Script Creation Utility for
Maniac Mansion) engine used in various Lucas Arts games such as Monkey
Island and Day of the Tentacle. At this time ScummVM should be considered
ALPHA software, as it's still under heavy development. Be aware that while
many games will work with few major bugs, crashes can happen. Also note
that saved games can, and probably will, be incompatible between releases.
Also ScummVM is capable of playing several non-SCUMM games, at the moment
this includes Simon The Sorcerer.
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!
Contacting:
-----------
The easiest way to contact the ScummVM team is by subitting 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, irc.openprojects.net)
Supported Games:
----------------
At the moment the following games have been reported to work, and should
be playable to the end:
Loom (256 color CD version) [Game: loomcd]
Zak McKraken (256 color FM Towns version) [Game: zak256]
Monkey Island 1 (VGA verson) [Game: monkeyvga]
Monkey Island 1 (CD version) [Game: 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]
Simon The Sorcerer [Game: simon1dos/simon1win]
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.
Indiana Jones & the Last Crusade (256) [Game: indy3]
Full Throttle [Game: ft]
The Dig [Game: dig]
Simon the Sorcerer II [Game: simon2dos/simon2win]
The following games are SCUMM engine, but NOT supported by ScummVM (yet).
Maniac Mansion
Zak McKraken (16 color floppy version)
Monkey Island 1 (EGA, 16 color floppy version)
Loom (16 color floppy version)
Curse of Monkey Island
Please be aware that the engine may contains bugs and non-implemented-
features that sometimes make it impossible to finish the game. Save often,
and please file a bug report (details on submitted bug reports are below)
if you discover such a bug.
There is also a known problem with some versions of Simon the Sorcerer
not loading correctly. If you experience problems please try both the
simon1dos and simon1win game targets, some versions of Simon are labelled
'Windows' but use the DOS game files.
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 - SDL/X11 (includes iPaq devices running Linux)
Macintosh - SDL/CUSTOM (Including Classic and Mac OS X)
AmigaOS - SDL/AGA
MorphOS - SDL
BeOS - SDL
Acorn (RiscOS) - ???
Dreamcast - ???
UNIX - SDL (SDL may work on Solaris, IRIX, *BSD)
Known Bugs:
-----------
This release has the following known bugs. 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.
Indy 4 (Fate Of Atlantis):
- Keyboard fighting does not work. ScummVM now defaults to
using mouse fighting.
Sam and Max:
- Subgames are not all fully functional.
- Conroy singing in Bumpusville may work incorrectly. Eg,
music will overlap and Conroy will get stuck singing. Just
hit escape to skip the cutscene. This is due to SNM using
a different iMUSE implementation to previous games.
Zak McKracken Fm Towns:
- The Fm Towns 256 color version of Zak McKracken is rare,
And as the ScummVM team does not encourage piracy in any
way, we do not know where to buy or download a copy of this
game. Petition LucasArts to re-release it :)
All CD games:
- If you are experiencing random crashes, and your game
plays music from CD, you have encountered a Windows bug.
Try copying the data files from CD to your hard disk, and
running them from there.
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 existing bug list, and compatibility listing for that game, to
ensure the issue is not already known.
Do NOT report bugs on games that are not listed as being completable
above. 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, etc)
- Version of game (Talkie, Floppy...)
- Platform and Compiler (Win32, Linux, etc)
- 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.
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
COMPRESSED_SOUND_FILE. Tools for compressing .SOU files to .SO3 files can be
found in the 'tools' CVS module, or in the 'scummvm-tools' package.
You can also comment/uncomment appropriate lines in the Makefile to use
sdl_gl.cpp instead of sdl.cpp. This allows hardware accelerated bilinear
filtering by using OpenGL textures.
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 make (or gmake if that's what GNU make is called on your
system) and hopefully ScummVM will compile for you.
Microsoft Visual C++:
* Open the workspace, scummwm.dsw
* Enter the path to the SDL include files in Tools|Options|Directories
* Now it should compile successfully.
BeOS:
* Open the 'scummvm.proj' file in BeIDE. Compile as normal.
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
Running:
--------
Before you run the engine, you need to put the game's datafiles in a
directory. The filenames must be in lowercase on *nix systems
(monkey2.000 and monkey2.001). If you use a game with speech, the file
monster.sou must reside in the same directory as the datafiles.
For example, to run a copy of Monkey Island installed in C:\Games\LucasArts
under Windows, you would make a shortcut calling this command:
C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
Under BSD, Linux, or similar, the commandline would be:
/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
Or, if you have, for example, Full Throttle on CD, and your CD drive is D:,
and you wish to disable subtitles and run in fullscreen:
C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
/path/to/scummvm -f -n -p/mnt/cdrom/resource/ ft
Note that if you run the game once this way, and specify the -w commandline
parameter (or edit the config file manually), ScummVM will remember the
path, and other settings for this game. Documentation on the configuration
file can be found near the end of this readme.
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://scummvm.sourceforge.net/compatibility.php
For the adventurous, who like to live on the edge... you can download
daily builds of Win32, Redhat, Debian and other packages here:
Daily builds - http://scummvm.sourceforge.net/daily/
Command Line Options:
---------------------
scummvm [OPTIONS] [GAME]
[GAME] - Short name of game to load. E.g. monkey for Monkey Island.
-p<path> - Path to where the game is installed. Default is Cwd.
-b<num> - Start in room <num>.
-c<num> - Drive to play cd audio from. E.g., 0 is first drive.
-s<num> - Set the sfx volume, 0-255. Default is '100'
-m<num> - Set the music volume, 0-100. Default is '60'
-t<num> - Set music tempo. Adlib default: 0x1F0000, Midi: 0x460000
-e<mode> - Select sound engine. See below.
-g<mode> - Select graphics scaler. See below.
-f - Full-screen mode.
-n - Disable subtitles. Use with games that have voice.
-y - Set talk speed ('yak option'). Default is '60'
-a - Enable amiga pal conversion, for playing Amiga versions
-d[<num>] - Set debug verbosity to <num>
-w[<file>] - Write configuration file
-l<file> - Load alternate configration file
In game Hot Keys:
-----------------
Ctrl 0-9 and Shift 0-9 - load and save games
Ctrl-Alt 1-7 - cycles between graphics filters
Ctrl-z OR Alt-x - quits
Ctrl-f - runs in fast mode.
Ctrl-g - runs in really REALLY fast mode.
Ctrl-d - starts the debugger.
Ctrl-s - shows memory consumption.
[ and ] - master 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
Alt-Enter - toggles full screen/windowed
Enter - Left Mouse Button Press
Tab - Right Mouse Button Press
Keyboard Arrow Keys - Mouse Movement
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 loose syncronisation
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.
They are:
-gnormal - No filtering, original 320x200 resolution. Fastest.
-g2x - No filtering, double screen/window size to 640x400 (default)
-g3x - No filtering, triple screen/window size to 800x600
-g2xsai - 2xsai filtering, double screen/window size to 640x400
-gsuper2xsai - Enhanced 2xsai filtering. 640x400 screen/window size
-gsupereagle - Less blurry than 2xsai, but slower. Also 640x400
-gadvmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI.
Note that filters are 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. Also note that the FmTowns
Zak (zak256 target) uses an original resolution of 320x480 - hence for this
game scalers will be 640x480 and 960x720.
The alternative to these scalers is to try using the SDL_gl.cpp target. This
will allow you to use hardware accelerated functions, like bilinear filtering
and FSAA, on suitable OpenGL capable cards.
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 only applies to
Scumm games, not other games (such as Simon the Sorcerer)
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 can, and probably WILL, break between ScummVM releases.
Bash (Linux) Example:
export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
Windows example:
set SCUMMVM_SAVEPATH=C:\saved_games\
Music and Sound:
----------------
By default, on most operating systems, ScummVM will automatically use ADLIB
emulation. However, some games do not include Adlib music - such as Sam and
Max. Note: 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.
-eadlib - Uses internal Adlib Emulation (default)
-ewindows - Windows MIDI. Uses built-in sequencer, for Windows users
-emidiemu - Emulated midi music, for Sam and Max (BETA - BUGGY)
-eseq - Uses /dev/sequencer for MIDI, *nix users. See below.
-eqt - Quicktime sound, for Macintosh users.
-ecore - CoreAudio sound, for MacOS X users.
-eamidi - Uses the MorphOS MIDI system, for MorphOS users
-ealsa - Output using ALSA sequencer device. See below.
-enull - Null output. Don't play any music.
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 compatability between machines and games. However, Sam and Max does not
include Adlib emulation.
Playing sound with MIDI emulation:
----------------------------------
Until recently, some games (particually Sam and Max) were only able to run
in MIDI mode. This prevented music for these games from working on platforms
that do not support MIDI, or soundcards that do not provide MIDI drivers (eg,
many soundcards will not play MIDI under Linux). We have recently added an
'emulated MIDI' technology. It can be accessed using the 'midiemu' option,
and is the default for Sam and Max on UNIX platforms. -HOWEVER-, it is still
very buggy and the emulation is not perfect. If you are capable of using
native midi, we recommend using one of the MIDI modes below, or Adlib if
your game includes music in the appropriate format.
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.
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 - eg, /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 or MIDI emulation. However, for those
systems where sequencer support does not work, you can always fall back on
either of those methods.
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" to your sequencer port - eg 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". On my system it gives me the output:
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 '
It means the external MIDI output of my sound card is located on the
port 64:0, that I've got four WaveTable MIDI outputs in 65:0, 65:1, 65:2
and 65:3, and that I've got 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. If you manage to do so, please mail
me since I managed to get it working only once, and never again.
If you don't have a MIDI capable soundcard, or if you want to take
advantage of your TiMidity samples, then you can ask TiMidity to become an
alsa sequencer output. Here is a quick way to do so:
timidity -iAqqq -B2,8 -Os1S -s 44100 &
Then the TiMidity port will be visible from the 'aconnect -o -l' list. You
should launch it beeing as root, since it will try to set up some real time
priority.
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 sampled at 22 kHz. This can
be done with the following LAME command line:
lame -t -q 0 -b 96 --resample 22.05 track1.wav track1.mp3
Compressing MONSTER.SOU with MP3:.
---------------------------------
You need LAME, and our extract util from the tools dir to perform this task,
and ScummVM must be compiled with MAD support.
Make a backup file of your MONSTER.SOU before attempting this. Copy your
MONSTER.SOU file to a temporary folder. Then run:
extract monster.sou
In about 30 minutes or so, you will have a much smaller monster.so3 file,
copy this file to your game dir. You can safely remove the monter.sou file.
Coding style:
------------
For ScummVM coding, we use hugging braces, and two-space tab indents.
We occasionally run the following 'indent' parameters to ensure everything
is kept standard:
-br -bap -nbc -lp -ce -cdw -brs -nbad -nbc -npsl -nip -ts2 -ncs -nbs
-npcs -nbap -Tbyte -Tvoid -Tuint32 -Tuint8 -Tuint16 -Tint -Tint8
-Tint16 -Tint32 -TArrayHeader -TMemBlkHeader -TVerbSlot -TObjectData
-TImageHeader -TRoomHeader -TCodeHeader -TResHdr -TBompHeader
-TMidiChannelAdl -TGui -TScumm -TSoundEngine -TPart -TPlayer
Configuration file:
-------------------
By default, the configuration file is saved in, and loaded from:
Windows: <windir>\scummvm.ini,
Linux: ~/.scummvmrc
Others: scummvm.ini in the current directory
An example config file is as follows:
[scummvm]
gfx_mode=supereagle
fullscreen=true
savepath=C:\saves\
[tentacle]
path=C:\tentacle\
nosubtitles=true
master_volume=98
music_volume=40
sfx_volume=255
[loomcd]
cdrom=1
path=C:\loom\
talkspeed=55
[monkey2]
path=C:\amiga_mi2\
music_driver=windows
amiga=true
Credits:
--------
The core ScummVM team:
James Brown - Current lead developer, ScummVM
Vincent Hamm - Developer, ScummVM (inactive)
Max Horn - Developer, ScummVM, MacOS X port, new GUI
Jeremy Newman - Webmaster
Ludvig Strigeus - Original developer, Scumm and SimonVM. (Retired)
Porters:
Lionel Ulmer - X11/Linux port
Nicolas Bacca - PocketPC/WinCE port
Mutwin Kraus - MacOS Carbon port (Retired)
Marcus Comstedt - Dreamcast port
Ruediger Hanke - MorphOS port
Contributors:
Claudio Matsuoka - Daily Linux/BeOS builds (http://scummvm.sf.net/daily/)
Travis Howell - Daily Win32 builds
Janne Huttunen - V3 actor mask support, Dig/FT SMUSH audio
Jeroen Janssen - Numerous readability and bugfix patches
Gregory Montoir - AdvanceMAME Scale-2X implementation
Mikesch Nepomuk - MI1 VGA Floppy patches.
Edward Rudd - Fixes for playing MP3 versions of MI1/Loom Audio
Daniel Schepler - Final MI1 CD music support
Tim 'realmz' - Initial MI1 CD music support
Jonathan 'khalek' - Expert weaver in the Loom
Nicolas Noble - Config file and ALSA support
Pawel Kolodziejski - Added missing Dig SMUSH codecs
Felix Jakschitsc - His hard work on Zak256
Andre Souza - SDL-based OpenGL renderer
Kovacs Endre Janos - Several fixes for Simon1
Ralph Brorsen - Helped write the new GUI
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
Jimmi Thogersen - For ScummRev, and much obscure code/documentation
Kevin Carnes - For Scumm16, the basis of ScummVM older gfx codecs
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://scummvm.sourceforge.net/
------------------------------------------------------------------------
|