1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
|
ScummVM README
Last updated: 2002-04-15
Release version: 0.2.0 [CVS build]
------------------------------------------------------------------------
For more information, compatability 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 donates using the PayPal button on the
ScummVM homepage.
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]
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 or simon1win]
The following games should load, but are not yet fully playable. If you want
the latest updates on game compatibility, visit our website and view the
compatibility chart.
Zak McKraken (256 color FM Towns version)
Indiana Jones and the Last Crusade (256 color version)
Full Throttle
The Dig
The following games are SCUMM engine, but NOT supported by ScummVM (yet).
Maniac Mansion
Zak McKraken (16 color floppy version)
Monkey Island (16 color floppy version)
Loom (16 color floppy version)
Curse of Monkey Island
Please be aware that the engine may contains bugs and non-implemented-
features that sometimes make it impossible to finish the game. Save often,
and please file a bug report (details on submitted bug reports are below)
if you discover such a bug.
Supported Platforms:
-------------------
ScummVM has been ported to run on many platforms and operating systems.
Links to these ports can be found either on the ScummVM webpage or by a
Google search. Many thanks to the effort of porters. If you have a port of
ScummVM and wish to commit it into the main CVS, feel free to contact us!
Windows - SDL/GDI
Windows CE - SDL (iPaq and other handheld devices)
Linux - SDL/X11 (includes iPaq devices running Linux)
Macintosh - SDL/CUSTOM (Including Classic and Mac OS X)
AmigaOS - SDL/AGA
MorphOS - SDL
BeOS - SDL
Acorn (RiscOS) - ???
Dreamcast - ???
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 website, please see below.
Indy 4 (Fate Of Atlantis):
- Keyboard fighting does not work. ScummVM now defaults to
using mouse fighting.
Sam and Max:
- Subgames are not fully functional.
- Game may freeze if you look at the Dragon Heart, or trip
an alarm, at Bumpusville
- Some overlap may occur in graphics, expecially the intro
- Music does not work in adlib mode, use midi
- The dark-light torch does not work in the Tunnel of Love.
You'll have to guess where to throw :)
Loom (256 Talkie):
- CD music and voices are not totally syncronised
- If you are having random crashes, this is a Windows bug.
Try copying the data files from CD to your harddisk.
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 exists in the latest daily build/current CVS version. Also check the
compatibility listing for that game to ensure the issue is not already known.
Please include the following information:
- Game version (PLEASE test the latest CVS/Daily build)
- Bug details, including instructions on reproducing
- Language of game (English, German, etc)
- Version of game (Talkie, Floppy...)
- Platform and Compiler (Win32, Linux, etc)
- Attach a save game if possible
- If this bug only occured 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 (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.
GCC:
* Type make (or gmake if that's what GNU make is called on your
system) and hopefully ScummVM will compile for you.
Microsoft Visual C++:
* Open the workspace, scummwm.dsw
* If you want to compile the GDI version, remove sdl.cpp from the
project and add windows.cpp. for the SDL version, remove
windows.cpp from the project and add sdl.cpp.
* Enter the path to the SDL include files in Tools|Options|Directories
* Now it should compile successfully.
BeOS:
* Open the 'scummvm.proj' file in BeIDE. Compile as normal.
Running:
--------
Before you run the engine, you need to put the game's datafiles in a
directory. The filenames must be in lowercase on *nix systems
(monkey2.000 and monkey2.001). If you use a game with speech, the file
monster.sou must reside in the same directory as scummvm.
You can either place the scummvm executable in directory in your path,
or place it one dir up from the games install dir.
Here is a good example installation directory structure.
<root>/Games/LucasArts/
|
+-- scummvm
|
+-- momkey/
|
+-- samnmax/
In this installation, <root> is either C: for Windows user, or /usr/
for *nix systems. To run Monkey Island from this install as a Windows user
you would make a shortcut with this command:
C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
Or, if you have, for example, Full Throttle on CD, and you CD drive is D:,
and you wish to disable subtitles and run in fullscreen:
C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
The short game name you see at the end of the command line is very
important. You can get the current list of games and game names at:
http://scummvm.sourceforge.net/compatibility.php
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. Default is '2031616'
-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.
-r - Enable Roland conversion. Try if music sounds incorrect.
In game Hot Keys:
-----------------
Ctrl 0-9 and Shift 0-9 - load and save states.
Ctrl-Alt 0-4 - cycles between filter modes
Ctrl-z - quits
Ctrl-f - runs in fast mode.
Ctrl-d - starts the debugger.
Ctrl-s - shows memory consumption.
F5 - displays a save/load box.
Space - pauses.
Alt-Enter - toggles full screen (on *nix only)
Graphics filters:
-----------------
ScummVM offers several 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 640x480 (default)
-g3x - No filtering, triple screen/window size to 800x600
-g2xsai - 2xsai filtering, double screen/window size to 640x480
-gsuper2xsai - Enhanced 2xsai filtering. 640x480 screen/window size
-gsupereagle - Less blurry than 2xsai, but slower. Also 640x480
Note that filters are very slow when ScummVM is compiled in a debug
configuration without optimisations. And there is always a speed impact when
using any form of anti-aliasing/linear filtering.
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. Only on Windows
-etimidity - Uses Timidity for music. Requires Timidity.
-eseq - Uses /dev/sequencer for MIDI. *nix only.
-eqt - Quicktime sound, for Macintosh users.
-eamidi - Uses the MorphOS MIDI system. MorphOS only.
-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 offers far superior performance to Timidity, however
does not work with some games such as Sam and Max.
Playing sound with MIDI:
------------------------
Use the appropriate -e<mode> command line option from the list above to
select your prefered MIDI device. For example, if you wish to use Windows
MIDI over the default Adlib Emulation, use the -ewindows option.
Playing sound with Sequencer:
-----------------------------
If your soundcard driver supports a sequencer, you may set the environment
variable "SCUMMVM_MIDI" to your sequencer device - eg, /dev/sequencer
Then start ScummVM with the parameter '-eseq'. This should work on several
cards, and may offer better performance and quality than Adlib emulation.
Playing music with Timidity:
----------------------------
Start Timidity with the following command line :
$ timidity -irv 7777
Then start ScummVM with the parameter '-etimidity'. However, Timidity is not
designed to cope with the rapid changes most iMUSE equipped games use - so
its use over Adlib emulation or sequencer support is not recommended.
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 with the following LAME command line:
lame -h -t -q 0 --vbr-new -V 9 -b 24 -B 32 --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.
Savegames:
----------
Savegames are by default put in the current directory. You can use the
environment variable SCUMMVM_SAVEPATH to specify where to put save games.
Don't forget the trailing directory separator. Also be aware that saved games
can, and probably WILL, break between ScummVM releases.
Bash Example:
export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
Windows example:
set SCUMMVM_SAVEPATH=C:\saved_games\
Coding style:
------------
For ScummVM coding, we use hugging braces, and two-space tab indents.
We occasionally run the following 'indent' parameters to ensure everything
is kept standard:
-br -bap -nbc -lp -ce -cdw -brs -nbad -nbc -npsl -nip -ts2 -ncs -nbs
-npcs -nbap -Tbyte -Tvoid -Tuint32 -Tuint8 -Tuint16 -Tint -Tint8
-Tint16 -Tint32 -TArrayHeader -TMemBlkHeader -TVerbSlot -TObjectData
-TImageHeader -TRoomHeader -TCodeHeader -TResHdr -TBompHeader
-TMidiChannelAdl -TGui -TScumm -TSoundEngine -TPart -TPlayer
Credits:
--------
The core ScummVM team:
Ludvig Strigeus - Original developer, lead developer 'simon' module
Vincent Hamm - Current lead developer, ScummVM
James Brown - Co-lead developer, ScummVM
Jeremy Newman - Webmaster
Porters:
Lionel Ulmer - X11/Linux port
Nicolas Bacca - PocketPC/WinCE port
Mutwin Kraus - Macintosh port
Marcus Comstedt - DreamCast port
Ruediger Hanke - MorphOS port
Contributors:
Claudio Matsuoka - Daily builds (http://scummvm.sf.net/daily/)
Janne Huttunen - Zak256/Indy256/LoomCD actor mask support
Jeroen Janssen - Numerous readability and bugfix patches
Daniel Schepler - Final MI1 CD music support
Tim 'realmz' - Initial MI1 CD music support
Jonathan 'khalek' - Expert weaver in the Loom
And to all the contributors, users, and beta testers we've missed.
Thanks!
Special thanks to:
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/
------------------------------------------------------------------------
|