Revision 60b41486acd5db88c1890f891e1b814986ea195b authored by Filippos Karapetis on 30 July 2007, 16:16:22 UTC, committed by Filippos Karapetis on 30 July 2007, 16:16:22 UTC
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README
ScummVM README
Last updated: $Date$
------------------------------------------------------------------------
TODO: Resolve all the TODOs scattered through this file before release.
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) 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 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 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 Hotkeys
6.0) Savegames
* 6.1 Autosaves
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 and ALSA sequencer support
* 7.7 Using compressed audio files (MP3, Ogg Vorbis, Flac)
* 7.8 Output sample rate
8.0) Configuration Files
9.0) Compiling
1.0) About:
---- ------
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!
Some of the adventures ScummVM supports include Adventure Soft's Simon
the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1
and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the
Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of
Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility
for Maniac Mansion) system such as Monkey Island, Day of the Tentacle,
Sam and Max and more. You can find a thorough list with details on
which games 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 Windows,
Linux, Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2,
PSP, PS2, SymbianOS/EPOC and many more.
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) 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 bugs
link from our homepage. Please make sure the bug is reproducible, and
still occurs in the latest SVN/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
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 SVN/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.
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]
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 Cocktel Vision:
Bargon Attack [bargon]
Gobliiins [gob1]
Gobliins 2 [gob2]
Goblins 3 [gob3]
Ween: The Prophecy [ween]
Other Games:
Beneath a Steel Sky [sky]
Broken Sword 1: The Shadow of the Templars [sword1]
Broken Sword 2: The Smoking Mirror [sword2]
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]
Touche: The Adventures of the Fifth
Musketeer [touche]
SCUMM Games by Humongous Entertainment:
Backyard Football [football]
Big Thinkers First Grade [thinker1]
Big Thinkers Kindergarten [thinkerk]
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 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 Enters the Race [puttrace]
Putt-Putt Goes to the Moon [puttmoon]
Putt-Putt Joins the Circus [puttcircus]
Putt-Putt Joins the Parade [puttputt]
Putt-Putt Saves the Zoo [puttzoo]
Putt-Putt Travels Through Time [putttime]
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 in Cheese Chase [chase]
SPY Fox in Hold the Mustard [mustard]
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 [baseball]
Backyard Soccer [soccer]
Blue's ABC Time [BluesABCTime]
Blue's Birthday Adventure [BluesBirthday]
Elvira II - The Jaws of Cerberus [elvira2]
SPY Fox 3: Operation Ozone [spyozon]
The following games are based on the SCUMM engine, but NOT supported
by ScummVM (yet):
Other Humongous Entertainment games
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 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.
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), 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, 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 'rescumm' 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.
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.
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 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:
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 provided separately as OGG Vorbis audio
too. Viewing these cutscenes with OGG Vorbis audio requires a version of
ScummVM compiled with both libVorbis and zLib support.
The cutscenes should be placed in the main game data directory. Note that
currently this requires either copying the game to hard disk or burning
customised versions of the game CDs.
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.
3.7.1) Broken Sword 1:
------ ---------------
For this game, you will 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 will 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.
3.7.2) Broken Sword 2:
------ ---------------
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.
ScummVM does not support the original cutscene files, so there is no need to
copy them.
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.
The game uses Smacker cutscenes extensively, which we can't support directly,
due to reasons described above. The cutscenes have to be re-encoded to DXA,
which is the format used by the cutscenes in the Amiga and Macintosh versions.
See the tools README for a brief guide on converting the cutscenes.
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,
which can be found on the 'Downloads' page of the ScummVM website.
3.15) Sierra AGI games Predictive Input Dialog notes:
----- -----------------------------------------------
The Predictive Input Dialog is a ScummVM aid for running AGI engines 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 folder or the folder 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) 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
- ScummVM will crash randomly when using the FM-TOWNS Font ROM for
the Kanji versions of the following games:
The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge
and Indiana Jones and the Fate of Atlantis
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 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.
Broken Sword 1:
- PlayStation 1 version isn't supported
Broken Sword 2:
- PlayStation 1 version isn't supported
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 explanation, when clicking on items in
Swampy Adventures.
The Feeble Files:
- Subtitles are often incomplete, they were always disabled in the
original game.
The Legend of Kyrandia:
- Amiga versions aren't supported
Humongous Entertainment games:
- No support for 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 the effort of porters. If you have a port of
ScummVM and wish to commit it into the main SVN, 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
BeOS
Dreamcast
Nintendo DS
PalmOS
PlayStation 2
PlayStation Portable
RISC OS
Symbian
The Dreamcast port does not support The Curse of Monkey Island, nor The Dig.
The PalmOS port does not support The 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).
For the following platforms, custom backends were supported at one point
but currently are not being maintained (usually due to lack of a qualified
maintainer). In some cases (e.g. Linux), the standard SDL support works
instead.
Linux (includes iPAQs running Linux)
MorphOS
GP32
We have reports about unofficial ports to the following platforms. Please
note that these are not made by us, so we neither endorse nor support them.
Use at your own risk!
PlayStation 3
Xbox
Xbox 360
5.0) Running ScummVM:
---- ----------------
Before you run the engine, you need to put the game's data files 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 data files.
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
-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
-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)
-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
-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 version 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
--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)
--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.
--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 games
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, Broken Sword 1 and
Simon the Sorcerer 1 and 2.
Note that with the exception of Beneath a Steel Sky, Broken Sword 1,
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).
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 1
en - English (default)
de - German
fr - French
it - Italian
es - Spanish
pt - Portuguese
cz - Czech
Simon the Sorcerer 1 and 2
en - English (default)
de - German
fr - French
it - Italian
es - Spanish
hb - Hebrew
pl - Polish
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 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, 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 COMI or Broken Sword)
will be scaled to 1280x960 and 1920x1440.
5.4) Hot Keys:
---- ---------
TODO
TODO: Rework this section to clearly state which hotkeys are implemented in *all*
TODO game (and for which backends).
TODO: It would also be nice to add information about control on devices w/o a keyboard;
TODO I.e. document how input on DC, DS, PSP, PS2, PalmOS, WinCE, ... works for each game
TODO Or at the very least give points as to were one can read up on these.
TODO
ScummVM supports various in-game hotkeys. They differ between SCUMM games and
other games.
Common:
Cmd-q - Quit (Mac OS X)
Ctrl-q - Quit (other unices including Linux)
Ctrl-z OR Alt-x - Quit (other platforms)
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 1:
F5 or Escape - Displays save/load box
Broken Sword 2:
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
c - Display the credits
p - Pauses
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
p - Pauses
t - Switch between speech and subtitles
v - Switch between subtitles only and
combined speech and subtitles
[Simon the Sorcerer 2 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
p - 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
b - Background sounds on/off
p - Pauses
t - Switch between 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
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/
6.1) Autosaves:
---- ----------
For some games (namely "Beneath a Steel Sky", "Flight of the Amazon
Queen" 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 SCUMM engine, it will save
in Slot 0. This savestate can then be loaded again via Ctrl-0, or the
F5 menu.
7.0) Music and Sound:
---- ----------------
On most operating systems and for most games, ScummVM will by default
use 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 (default)
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.
qt - Quicktime sound, for Macintosh users.
seq - Use /dev/sequencer for MIDI, *nix users. 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 most 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.
7.6.0) 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 -- for example, to
/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.
7.6.1) 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 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.
7.7.0) 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
7.7.1) 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
7.7.2) 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 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.
7.7.3) 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.
7.7.4) 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.
7.7.5) 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 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.
7.7.6) 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.
7.7.7) Compressing speech/music in Broken Sword 1
------ ------------------------------------------
The compress_sword1 tool from the scummvm-tools package can encode music and
speech to MP3 as well as Ogg Vorbis.
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.
7.7.8) Compressing speech/music in Broken Sword 2
------ ------------------------------------------
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 2. It will not work with any of the other *.clu files,
nor will it work with the speech files from Broken Sword 1.
7.8) 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 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:
\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
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 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)
confirm_exit bool Ask for confirmation by the user before quitting
(SDL backend 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.
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 2 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
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)
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 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
MPEG2 support, libmpeg2 is required. 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++ 6.0:
* Open the workspace file "scummwm.dsw" in the "dists\msvc6" folder.
* Enter the path to the needed libraries and includes in
"Tools|Options|Directories".
* Now it should compile successfully.
* For more information refer to:
http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
Microsoft Visual C++ 7.0/8.0:
* Open the solution file "scummwm.sln" in the "dists\msvc7"
respectively "dists\msvc8" folder.
* Enter the path to the needed libraries and includes in
Tools|Options|Projects|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
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 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 the Makefile).
* 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.
------------------------------------------------------------------------
Good Luck and Happy Adventuring!
The ScummVM team.
http://www.scummvm.org/
------------------------------------------------------------------------
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