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ScummVM READMELast updated:    $Date$------------------------------------------------------------------------For more information, compatibility lists, details on donating, the latestrelease, progress reports and more, please visit the ScummVM home pageat:http://www.scummvm.org/Table of Contents:------------------1.0) Introduction * 1.1 About ScummVM * 1.2 Quick start2.0) Contact * 2.1 Reporting Bugs3.0) Supported Games * 3.1 Copy Protection * 3.2 Commodore64 games notes * 3.3 Maniac Mansion NES notes * 3.4 Macintosh games notes * 3.5 Multi-CD games notes * 3.6 The Curse of Monkey Island notes * 3.7 Broken Sword games notes * 3.8 Beneath a Steel Sky notes * 3.9 Flight of the Amazon Queen notes * 3.10 Gobliiins notes * 3.11 Inherit the Earth: Quest for the Orb notes * 3.12 Simon the Sorcerer notes * 3.13 The Feeble Files notes * 3.14 The Legend of Kyrandia notes * 3.15 Sierra AGI games Predictive Input Dialog notes * 3.16 Mickey's Space Adventure notes * 3.17 Winnie the Pooh notes * 3.18 Troll's Tale notes * 3.19 Dragon History notes * 3.20 Known Problems4.0) Supported Platforms5.0) Running ScummVM * 5.1 Command Line Options * 5.2 Language Options * 5.3 Graphics Filters * 5.4 Global Menu * 5.5 Hotkeys6.0) Savegames * 6.1 Autosaves * 6.2 Converting savegames * 6.3 Viewing/Loading savegames from the command line7.0) Music and Sound * 7.1 AdLib emulation * 7.2 FluidSynth MIDI emulation * 7.3 MT-32 emulation * 7.4 MIDI emulation * 7.5 Native MIDI support * 7.6 UNIX native, ALSA and dmedia sequencer support * 7.7 TiMidity++ MIDI server support * 7.8 Using compressed audio files (MP3, Ogg Vorbis, Flac) * 7.9 Output sample rate8.0) Configuration Files9.0) Compiling1.0) Introduction:---- -------------1.1) About ScummVM:---- --------------ScummVM is a program which allows you to run certain classic graphicalpoint-and-click adventure games, provided you already have their datafiles. The clever part about this: ScummVM just replaces the executablesshipped with the game, allowing you to play them on systems for whichthey were never designed!Originally it was designed to run LucasArts' SCUMM games, such as ManiacMansion, Monkey Island, Day of the Tentacle or Sam and Max. SCUMM standsfor 'Script Creation Utility for Maniac Mansion', which was the firstgame for which LucasArts designed this system. And much later it gaveits name to ScummVM ('VM' meaning Virtual Machine).Over time support for a lot of non-SCUMM games has been added, andScummVM now also supports many of Sierra's AGI and SCI games (such as King'sQuest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword I and II, Flight ofthe Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia series, many ofHumongous Entertainment's children's SCUMM games (including Freddi Fish andPutt Putt games) and many more. You can find a full list with details on whichadventures are supported and how well on the compatibility page. ScummVM iscontinually improving, so check back often.Among the systems on which you can play those games are regular desktopcomputers (running Windows, Linux, Mac OS X, ...), game consoles(Dreamcast, Nintendo DS & Wii, PS2, PSP, ...), smartphones (Android,iPhone, PocketPC, Symbian ...) and more.At this time ScummVM is still under heavy development. Be aware thatwhilst we attempt to make sure that many games can be completed with fewmajor bugs, crashes can happen and we offer no warranty. That being said,some of the games have been supported for a long time and should workfine with any recent stable release. You can get a feeling of how welleach game is working in ScummVM by looking at the compatibility page.Actually if you browse a bit around you might discover that ScummVM iseven being used commercially to re-release some of the supported games onmodern platforms. This shows that several companies are happy with thequality of the software and how well it can run some of the games.If you enjoy ScummVM feel free to donate using the PayPal button on theScummVM homepage. This will help us buy utilities needed to developScummVM easier and quicker. If you cannot donate, help and contribute apatch!1.2) Quick start:---- ------------For the impatient among you, here is how to get ScummVM running in fivesimple steps.1. Download ScummVM from <http://www.scummvm.org/downloads.php> andinstall it.2. Create a directory on your hard drive and copy the game datafilesfrom the original media to this directory. Repeat this for every gameyou want to play.3. Start ScummVM, choose 'Add game', select the directory with the gamedatafiles (do not try to select the datafiles themselves!) and press'Choose'.4. A dialog should popup allowing you to configure various settings ifyou wish to (it should be just fine to leave everything at its default,though). Confirm the dialog.5. Select the game you want to play in the list, and press 'Start'.In the future, you should be able to directly skip to step 5, unless youwant to add more games.Hint: If you want to add multiple games in one go, try pressing andholding the shift key before clicking 'Add game' -- its label willchange to 'Mass Add' and if you press it, you are again asked to selecta directory, only this time ScummVM will search through allsubdirectoriess for supported games.2.0) Contact:---- --------The easiest way to contact the ScummVM team is by submitting bug reports(see section 2.1) or by using our forums athttp://forums.scummvm.org .You can also join and e-mail the scummvm-devel mailing list, or chatwith us on IRC (#scummvm on irc.freenode.net) Please do not ask us tosupport an unsupported game -- read the FAQ on our web site first.2.1) Reporting Bugs:---- ---------------To report a bug, please create a SourceForge account and follow the"Bug Tracker" link from our homepage. Please make sure the bug isreproducible, and still occurs in the latest SVN/Daily build version.Also check the known problems list (below) and the compatibility liston our website for that game, to ensure the issue is not already known:http://www.scummvm.org/compatibility_stable.phpPlease do not report bugs on games that are not listed as beingcompleteable 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.Finally, please report each issue separately; do not file multiple issueson the same ticket. (Otherwise, it gets difficult to track the status ofeach individual bug).3.0) Supported Games:---- ----------------At the moment the following games have been reported to work, and shouldbe playable to the end:SCUMM Games by LucasArts:     Maniac Mansion                              [maniac]     Zak McKracken and the Alien Mindbenders     [zak]     Indiana Jones and the Last Crusade          [indy3]     Loom                                        [loom]     The Secret of Monkey Island                 [monkey]     Monkey Island 2: LeChuck's Revenge          [monkey2]     Indiana Jones and the Fate of Atlantis      [atlantis]     Day of the Tentacle                         [tentacle]     Sam & Max Hit the Road                      [samnmax]     Full Throttle                               [ft]     The Dig                                     [dig]     The Curse of Monkey Island                  [comi]AGI Games by Sierra:     The Black Cauldron                          [bc]     Gold Rush!                                  [goldrush]     King's Quest I                              [kq1]     King's Quest II                             [kq2]     King's Quest III                            [kq3]     King's Quest IV                             [kq4]     Leisure Suit Larry in the Land of the     Lounge Lizards                              [lsl1]     Mixed-Up Mother Goose                       [mixedup]     Manhunter 1: New York                       [mh1]     Manhunter 2: San Francisco                  [mh2]     Police Quest I: In Pursuit of the Death     Angel                                       [pq1]     Space Quest I: The Sarien Encounter         [sq1]     Space Quest II: Vohaul's Revenge            [sq2]     Fanmade Games                               [agi-fanmade]AGOS Games by Adventuresoft / Horrorsoft:     Elvira - Mistress of the Dark               [elvira1]     Elvira II - The Jaws of Cerberus            [elvira2]     Waxworks                                    [waxworks]     Simon the Sorcerer 1                        [simon1]     Simon the Sorcerer 2                        [simon2]     Simon the Sorcerer's Puzzle Pack         - Demon In My Pocket                    [dimp]     Simon the Sorcerer's Puzzle Pack         - Jumble                                [jumble]     Simon the Sorcerer's Puzzle Pack         - NoPatience                            [puzzle]     Simon the Sorcerer's Puzzle Pack         - Swampy Adventures                     [swampy]     The Feeble Files                            [feeble]GOB Games by Coktel Vision:     Bargon Attack                               [bargon]     Gobliiins                                   [gob1]     Gobliins 2                                  [gob2]     Goblins 3                                   [gob3]     Lost in Time                                [lostintime]     The Bizarre Adventures of Woodruff         and the Schnibble                       [woodruff]     Ween: The Prophecy                          [ween]MADE Games by Activision:     Leather Goddesses of Phobos 2               [lgop2]     Return to Zork                              [rtz]     Rodney's Funscreen                          [rodney]     The Manhole                                 [manhole]Other Games:     Beneath a Steel Sky                         [sky]     Broken Sword: The Shadow of the Templars    [sword1]     Broken Sword II: The Smoking Mirror         [sword2]     Cruise for a Corpse                         [cruise]     Discworld                                   [dw]     Discworld 2: Missing Presumed ...!?         [dw2]     Dragon History                              [draci]     Drascula: The Vampire Strikes Back          [drascula]     Flight of the Amazon Queen                  [queen]     Future Wars                                 [fw]     Inherit the Earth: Quest for the Orb        [ite]     Nippon Safes Inc.                           [nippon]     The Legend of Kyrandia                      [kyra1]     The Legend of Kyrandia: The Hand of Fate    [kyra2]     The Legend of Kyrandia: Malcolm's Revenge   [kyra3]     Touche: The Adventures of the Fifth         Musketeer                               [touche]SCUMM Games by Humongous Entertainment:     Backyard Baseball                           [baseball]     Backyard Baseball 2001                      [baseball2001]     Backyard Football                           [football]     Big Thinkers First Grade                    [thinker1]     Big Thinkers Kindergarten                   [thinkerk]     Blue's 123 Time Activities                  [Blues123Time]     Blue's ABC Time Activities                  [BluesABCTime]     Blue's Art Time Activities                  [arttime]     Blue's Reading Time Activities              [readtime]     Fatty Bear's Birthday Surprise              [fbear]     Fatty Bear's Fun Pack                       [fbpack]     Freddi Fish 1: The Case of the Missing         Kelp Seeds                              [freddi]     Freddi Fish 2: The Case of the Haunted         Schoolhouse                             [freddi2]     Freddi Fish 3: The Case of the Stolen         Conch Shell                             [freddi3]     Freddi Fish 4: The Case of the Hogfish         Rustlers of Briny Gulch                 [freddi4]     Freddi Fish 5: The Case of the Creature          of Coral Cove                          [freddicove]     Freddi Fish and Luther's Maze Madness       [maze]     Freddi Fish and Luther's Water Worries      [water]     Let's Explore the Airport with Buzzy        [airport]     Let's Explore the Farm with Buzzy           [farm]     Let's Explore the Jungle with Buzzy         [jungle]     Pajama Sam 1: No Need to Hide When It's         Dark Outside                            [pajama]     Pajama Sam 2: Thunder and Lightning         Aren't so Frightening                   [pajama2]     Pajama Sam 3: You Are What You Eat         From Your Head to Your Feet             [pajama3]     Pajama Sam's Lost & Found                   [lost]     Pajama Sam's Sock Works                     [socks]     Putt-Putt 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 3: Operation Ozone                  [spyozon]     SPY Fox in Cheese Chase                     [chase]     SPY Fox in Hold the Mustard                 [mustard]The following games should load, but are not yet fully playable. Playthese 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 siteand view the compatibility chart.     Backyard Baseball 2003                      [baseball2003]     Backyard Football 2002                      [football2002]     Backyard Soccer                             [soccer]     Backyard Soccer MLS                         [soccermls]     Backyard Soccer 2004                        [soccer2004]     Blue's Birthday Adventure                   [BluesBirthday]     Blue's Treasure Hunt                        [BluesTreasureHunt]     Pajama Sam: Games to Play on Any Day        [pjgames]The following games are based on the SCUMM engine, but NOT supportedby ScummVM (yet):     Other Humongous Entertainment gamesPlease be aware that the engines may contain bugs and unimplementedfeatures that sometimes make it impossible to finish the game. Saveoften, and please file a bug report (instructions on submitting bugreports 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 wherethe game companies (such as LucasArts) themselves bundled 'cracked'executables with their games -- in these cases the data files stillcontain the copy protection scripts, but the interpreter bypasses them(similar to what an illegally cracked version might do, only that herethe producer of the game did it). There is no way for us to tell thedifference between legitimate and pirated data files, so for the gameswhere we know that a cracked version of the original interpreter wassold at some point, ScummVM will always have to bypass the copyprotection.In some cases ScummVM will still show the copy protection screen. Tryentering 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.  * Waxworks3.2) Commodore64 games notes:---- ------------------------Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yetplayable. Simply name the D64 disks "maniac1.d64" and "maniac2.d64"respectively "zak1.d64" and "zak2.d64", then ScummVM should be able toautomatically detect the game if you point it at the right directory.Alternatively, you can use 'extract_mm_c64' from the tools package toextract the data files. But then the game will not be properlyautodetected by ScummVM, and you must make sure that the platform is setto Commodore64. We recommend using the much simpler approach describedin the previous paragraph.3.3) Maniac Mansion NES notes:---- -------------------------Supported versions are English GB (E), French (F), German (G), Italian (I),Swedish (SW) and English US (U). ScummVM requires just the PRG section to run and not the whole ROM.In order to get the game working, you will have to strip out the first16 bytes from the ROM you are trying to work with. Any hex editor willwork as long as you are able to copy/paste.  After you open the ROM withthe hex editor, copy everything from the second row (17th byte) to theend. 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 areworking with (E, F, G, I, SW, or U).  The final size should be exactly262144 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 PRGsection. To do so use the 'extract_mm_nes' utility from the toolspackage.3.4) Macintosh games notes:---- ----------------------All LucasArts SCUMM based adventures, except COMI, also exist in versionsfor the Macintosh. ScummVM can use most (all?) of them, however, in somecases some additional work is required. First off, if you are not usinga Macintosh for this, accessing the CD/floppy data might be tricky. Thereason for this is that the mac uses a special disk format called HFSwhich other systems usually do not support. However, there are variousfree tools which allow reading such HFS volumes. For example"HFVExplorer" for Windows and "hfsutils" for Linux and other Unix-likeoperating systems.Most of the newer games on the Macintosh shipped with only a single datafile (note that in some cases this data file was made invisible, so youmay need extra tools in order to copy it). ScummVM is able to directlyuse such a data file; simply point ScummVM at the directory containingit, and it should work (just like with every other supported game).We also provide a tool called 'extract_scumm_mac' in the tools packageto extract the data from these data files, but this is neither requirednor recommended.For further information on copying Macintosh game files to your harddisk see:http://wiki.scummvm.org/index.php/HOWTO-Mac_Games3.5) Multi-CD games notes:---- ---------------------In general, ScummVM does not deal very well with Multi-CD games. This isbecause ScummVM assumes everything about a game can be found in onedirectory. Even if ScummVM does make some provisions for asking the userto change CD, the original game executables usually installed a smallnumber of files to the hard disk. Unless these files can be found on allthe CDs, ScummVM will be in trouble.Fortunately, ScummVM has no problems running the games entirely fromhard disk, if you create a directory with the correct combination offiles. Usually, when a file appears on more than one CD you can pickeither of them.3.6) The Curse of Monkey Island notes:---- ---------------------------------For this game, you will need the comi.la0, comi.la1 and comi.la2 files.The comi.la0 file can be found on either CD, but since they areidentical it doesn't matter which one of them you use.In addition, you will need to create a "resource" subdirectorycontaining all of the files from -both- "resource" subdirectories on thetwo CDs. Some of the files appear on both CDs, but again they'reidentical.3.7) Broken Sword games notes:---- -------------------------The instructions for the Broken Sword games are for the Sold-OutSoftware versions, with each game on two CDs, since these were theversions most easily available at the time ScummVM gained support forthem. Hopefully they are general enough to be useful to other releasesas well.3.7.1) Broken Sword games cutscenes:------ -----------------------------The cutscenes for the Broken Sword games have a bit of a history (seethe next section, if you are interested), but in general all you need todo is to copy the .SMK files from the "SMACKS" or "SMACKSHI" directorieson the CDs to the same directory as the other game data files. (BrokenSword has a "SMACKSLO" directory with the same cutscenes, but these areof lower quality.) You can put them in a subdirectory called "video" ifyou find that neater.Some re-releases of the games, as well as the PlayStation version, donot have Smacker videos. Revolution Software has kindly allowed us toprovide re-encoded cutscenes for download on our website:http://www.scummvm.org/downloads.phpThese cutscenes are provided in DXA format with FLAC audio. Theirquality is equal to the original games due to the use of losslesscompression. Viewing these cutscenes requires a version of ScummVMcompiled with both FLAC and zlib support.For systems that are too slow to handle the decoding of FLAC audio, theaudio for these cutscenes is also provided separately as OGG Vorbisaudio. Viewing these cutscenes with OGG Vorbis audio requires a versionof ScummVM compiled with both libVorbis and zlib support.For Broken Sword, we also provide a subtitles add-on. Simply unpack itand follow the instructions in its readme.txt file. (Broken Sword IIalready has subtitles; no extra work is needed for them.)3.7.2) Broken Sword games cutscenes, in retrospect------ -------------------------------------------The original releases of the Broken Sword games used RAD Game Tools'sSmacker(tm) format. As RAD was unwilling to open the older legacyversions of this format to us, and had requested we not reverse engineerit, an alternative solution had to be found.In Broken Sword II, it was possible to play back the voice-over withoutplaying the video itself. This remained a fallback until ScummVM 1.0.0,but was never the only solution for any stable release.In ScummVM 0.6.0 we used MPEG, which provided a reasonable trade-offbetween size and quality. In ScummVM 0.10.0 this was superceeded by DXA(originally added for AdventureSoft's "The Feeble Files"). This gave usa way of providing the cutscenes in the exact same quality as theoriginals, at the cost of being larger.Finally, in early 2006, the Smacker format was reverse engineered forthe FFmpeg project. Thanks to their hard work, ScummVM 1.0.0 nowsupports the original cutscenes. At the same time, MPEG support wasdropped. From a technical standpoint, this was a good thing sincedecoding MPEG movies added a lot of complexity, and they didn't look asgood as the Smacker and DXA versions anyway.3.7.3) Broken Sword:------ -------------For this game, you will need all of the files from the clustersdirectories on both CDs. For the Windows and Macintosh versions, youwill also need the speech.clu files from the speech directories, butsince they are not identical you will need to rename them speech1.cluand speech2.clu for CD 1 and 2 respectively. The PlayStation versionrequires the speech.tab, speech.dat, speech.lis, and speech.inf.In addition, the Windows and Macintosh versions require a musicsubdirectory with all of the files from the music subdirectories onboth CDs. Some of these files appear on both CDs, but in these casesthey are either identical or, in one case, so nearly identical that itmakes little difference. The PlayStation version requires tunes.dat andtunes.tab.3.7.4) Broken Sword II:------ ----------------For this game, you will need all of the files from the clustersdirectories on both CDs. (Actually, a few of them may not be strictlynecessary, 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 whichones are from CD 1 and which ones are from CD 2. Any other files thatappear in both cluster directories are identical. Use whichever youlike.In addition, you will need the cd.inf and, optionally, the startup.inffiles from the sword2 directory on CD 1.3.8) Beneath a Steel Sky notes:---- --------------------------Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file torun 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 datafiles (SKY.DNR, SKY.DSK), in your extrapath, or in the directory whereyour 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 thedirectory containing the 'queen.1' game data file, in your extrapath, orin the directory where your ScummVM executable resides.Alternatively, you can use the 'compress_queen' tool from the toolspackage to 'rebuild' your FOTAQ data file to include the table for thatspecific version, and thus removing the run-time dependency on the'queen.tbl' file. This tool also allows you to compress the speech andsound effects with MP3, OGG or FLAC.3.10) Gobliiins notes:----- ----------------The CD versions of the Gobliiins series contain one big audio trackwhich 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 musicwithout the CD in the drive all the time. The speech is also in thattrack and its volume is therefore changed with the music volume controlas 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 willneed to copy over data from the CD to your hard disk. If you're on a PCthen consult:http://wiki.scummvm.org/index.php/HOWTO-Mac_GamesAlthough it primarily talks about SCUMM games, it mentions the"HFVExplorer" utility which you need to extract the files. Note that youhave to put the speech data "Inherit the Earth Voices" in the samedirectory as the game data which is stored in:  Inherit the Earth.app/Contents/ResourcesFor the old Mac OS 9 release you need to copy the files in MacBinaryformat, 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, youwill find the Windows version in the main directory of the CD and theDOS 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 severalthings to note.Many of the files necessary for the game are stored in an InstallShieldfile called data1.cab, which ScummVM is unable to unpack. You will needto use the original installer or i5comp to unpack the contents of thisfile. The i5comp decompression tool, can be found via a search on theinternet.To use the speech files with ScummVM, they need to be renamed as follows:Rename voices.wav on CD1 to voices1.wavRename voices.wav on CD2 to voices2.wavRename voices.wav on CD3 to voices3.wavRename voices.wav on CD4 to voices4.wav3.14) 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 enginegames (which notoriously require command line input) on devices withlimited keyboard support. In these situations, since typing with emulatedkeyboards is quite tedious, commands can be entered quickly and easilyvia the Predictive Input Dialog.In order to enable predictive input in AGI games, you need to copy thepred.dic file in the ScummVM extras directory or the directory of thegame you wish to play. This dictionary has been created by parsingthrough all known AGI games and contains the maximum set of commonwords.If the dictionary is detected, the Predictive Input Dialog is displayedeither when you click on the command line area (wherever keyboard inputis required, even in dialog boxes), or in some ports by pressing adesignated 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. Thealphabet is divided into 9 sets which naturally map to the 9 number keysof the numeric keypad (0 is space). To type in a word, you press oncethe number of the set which contains the letter of the word you intendto 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'snumeric code, the dictionary is accessed for known words matching yourinput up to that point. As you press more keys, the prediction convergesto the correct word. This is why the printed word may changedramatically between key presses.  There exist situations though wheremore than one words share the same numeric representation. For examplethe words 'quit' and 'suit' map to the same number, namely 7848. Inthese cases the (#)next button lights up. By pressing it, you can cyclethrough the list of words sharing the same code and finally accept thecorrect one by pressing (0)space or the Ok button.The second input method (123) is the numeric input: Each key you pressis entered verbatim as a number.The third input method (Abc) is the Multi-tap Alpha input mode. Thismode is intended for entering free text, without assistance from thedictionary scheme of predictive (Pre) mode. The text is entered oneletter at the time.  For each letter first press the number of the setwhich contains the letter you want, then use the (#)next button to cyclethrough the letters and repeat with another number. For example, toenter the word 'look' you must press the following: 5##6##6##5#The dialog is fully usable with the mouse, but a few provisions havebeen made in some ScummVM ports to make its use more comfortable bynaturally mapping the functionality to the numeric keypad. Also, thedialog's buttons can be navigated with the arrow and the enter keys.3.16) Mickey's Space Adventure notes:----- -------------------------------To run Mickey's Space Adventure under ScummVM, the original executableof the game (mickey.exe) is needed together with the game's data files.There is extensive mouse support for the game under ScummVM, even thoughthere wasn't any mouse support in the original game. Menu items can beselected using the mouse, and it is possible to move to other locationsusing the mouse as well. When the mouse cursor is hovered on the edgesof the screen, it changes color to red if it is possible to walk towardsthat direction. The player can then simply click on the edges of thegame's screen to change location, similar to many adventure games, whichis simpler and more straightforward than moving around using the menu.3.17) Winnie the Pooh notes:----- ----------------------It is possible to import saved games from the original interpreter of thegame into ScummVM.There is extensive mouse support for the game under ScummVM, even thoughthere wasn't any mouse support in the original game. Menu items can beselected using the mouse, and it is possible to move to other locationsusing the mouse as well. When the mouse cursor is hovered on the edgesof the screen, it changes color to red if it is possible to walk towardsthat direction. The player can then simply click on the edges of thegame's screen to change location, similar to many adventure games, whichis simpler and more straightforward than moving around using the menu.3.18) Troll's Tale notes:----- -------------------The original game came in a PC booter disk, therefore it is necessary todump the contents of that disk in an image file and name it "troll.img"to be able to play the game under ScummVM.3.19) Dragon History notes:----- ---------------------There are 3 language variants of the game: Czech, English, and Polish.Each of them is distributed in a separate archive.  The only officialversion is the Czech one, and the English and Polish ports have alwaysbeen work in progress and never officially released.  Although all textsare fully translated, it is known that some of them contain typos.There exists an optional Czech dubbing for the game.  For bandwidthreasons, you can download it separately and then unpack it to thedirectory of the game.  You can listen to the Czech dubbing with alllanguage variants of the game, while reading the subtitles.All game files and the walkthrough can be downloaded fromhttp://www.ucw.cz/draci-historie/index-en.html3.20) Known Problems:----- ---------------This release has the following known problems. There is no need toreport them, although patches to fix them are welcome. If you discover abug that is not listed here, nor in the compatibility list on the website, 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 PC-Engine Kanji version requires the system card rom  The Secret of Monkey Island:    - MIDI support in the EGA version requires the Roland update from      LucasArts  Beneath a Steel Sky:    - Amiga versions aren't supported    - Floppy demos aren't supported    - Not a bug: CD version is missing speech for some dialogs, this is      normal.  Elvira - Mistress of the Dark    - No music in the Atari ST version  Elvira II - The Jaws of Cerberus    - No music in the Atari ST version    - No sound effects in the PC version    - Palette issues in the Atari ST version  Inherit the Earth: Quest for the Orb    - Amiga versions aren't supported  Simon the Sorcerer 1:    - Subtitles aren't available in the English and German CD versions      as they are missing the majority of subtitles.  Simon the Sorcerer 2:    - Combined speech and subtitles will often cause speech to be      cut off early, this is a limitation of the original game.    - Only default language (English) of data files is supported      in Amiga and Macintosh versions.  Simon the Sorcerer's Puzzle Pack:    - No support for displaying, entering, loading or saving high scores.    - No support for displaying 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:    - No music or sound effects in the Macintosh floppy versions.    - Macintosh CD is using included DOS music and sound effects.    - PC-9821 version lacks support for sound effects.  Humongous Entertainment games:    - Only the original load and save interface can be used.    - No support for multiplayer or printing images4.0) 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 aGoogle search. Many thanks to our porters for their efforts. If you havea port of ScummVM and wish to commit it into the main SVN, feel free tocontact us!Supported platforms include (but are not limited to):        UNIX            (Linux, Solaris, IRIX, *BSD, ...)        Windows        Windows CE and Windows Mobile  (including Smartphones and PocketPCs)        Mac OS X        AmigaOS        Android        BeOS        Dreamcast        GP2x        iPhone          (also includes iPod Touch and iPad)        Maemo           (Nokia Internet tablets 770, N800, N810, N900)        Nintendo 64        Nintendo DS        Nintendo Wii        OS/2        PlayStation 2        PlayStation Portable        SymbianThe Dreamcast port does not support The Curse of Monkey Island, nor TheDig. The Nintendo DS port does not support Full Throttle, The Dig, orThe Curse of Monkey Island.For more platform specific limitations, please refer to our Wiki:http://wiki.scummvm.org/index.php/PlatformsIn the Macintosh port, the right mouse button is emulated via Cmd-Click(that is, you click the mouse button while holding theCommand/Apple/Propeller key).There are unofficial ports to a variety of platforms, including thePlayStation 3, Xbox, and Xbox 360. Please note that these are not madeby us, so we neither endorse nor can we support them. Use at your ownrisk!5.0) Running ScummVM:---- ----------------Please note that by default, ScummVM will save games in the directory itis executed from, so you should refrain from running it from more thanone location. Further information, including how to specify a specificsave directory to avoid this issue, are in section 6.0.ScummVM can be launched directly by running the executable. In thiscase, 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 + 'AddGame' (Note that the image turns to 'Mass Add'), you can then specify adirectory to start in, and ScummVM will attempt to detect games in allsubdirectories of that directory.ScummVM can also be launched into a game directly using Command Linearguments -- see the next section.5.1) Command Line Options:---- ---------------------  Usage: scummvm [OPTIONS]... [GAME]  [GAME]                   Short name of game to load. For example, 'monkey'                           for Monkey Island. This can be either a built-in                           gameid, or a user configured target.  -v, --version            Display ScummVM version information and exit  -h, --help               Display a brief help text and exit  -z, --list-games         Display list of supported games and exit  -t, --list-targets       Display list of configured targets and exit  --list-saves=TARGET      Display a list of savegames for the game (TARGET) specified  -c, --config=CONFIG      Use alternate configuration file  -p, --path=PATH          Path to where the game is installed  -x, --save-slot[=NUM]    Savegame slot to load (default: autosave)  -f, --fullscreen         Force full-screen mode  -F, --no-fullscreen      Force windowed mode  -g, --gfx-mode=MODE      Select graphics scaler (see also section 5.3)  --gui-theme=THEME        Select GUI theme (default, modern, classic)  --themepath=PATH         Path to where GUI themes are stored  --list-themes            Display list of all usable GUI themes  -e, --music-driver=MODE  Select music driver (see also section 7.0)  -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  --debugflags=FLAGS       Enable engine specific debug flags                           (separated by commas)  -u, --dump-scripts       Enable script dumping if a directory called 'dumps'                           exists in the current directory  --cdrom=NUM              CD drive to play CD audio from (default: 0 = first                           drive)  --joystick[=NUM]         Enable joystick input (default: 0 = first joystick)  --platform=WORD          Specify platform of game (allowed values: 2gs, 3do,                           acorn, amiga, atari, c64, fmtowns, mac, nes, pc,                           pce, segacd, windows)  --savepath=PATH          Path to where savegames are stored  --extrapath=PATH         Extra path to additional game data  --soundfont=FILE         Select the SoundFont for MIDI playback (Only                           supported by some MIDI drivers)  --multi-midi             Enable combination of AdLib and native MIDI  --native-mt32            True Roland MT-32 (disable GM emulation)  --enable-gs              Enable Roland GS mode for MIDI playback  --output-rate=RATE       Select output sample rate in Hz (e.g. 22050)  --opl-driver=DRIVER      Select AdLib (OPL) emulator (db, mame)  --aspect-ratio           Enable aspect ratio correction  --render-mode=MODE       Enable additional render modes (cga, ega, hercGreen,                           hercAmber, amiga)  --alt-intro              Use alternative intro for CD versions of Beneath a                           Steel Sky and Flight of the Amazon Queen  --copy-protection        Enable copy protection in games, when                           ScummVM disables it by default.  --talkspeed=NUM          Set talk delay for SCUMM games, or talk speed for                           other games (default: 60)  --demo-mode              Start demo mode of Maniac Mansion (Classic version)  --tempo=NUM              Set music tempo (in percent, 50-200) for SCUMM games                           (default: 100)The meaning of most long options (that is, those options starting with adouble-dash) can be inverted by prefixing them with "no-". For example,--no-aspect-ratio will turn aspect ratio correction off. This is usefulif you want to override a setting in the configuration file.The short game name ('game target') you see at the end of the commandline specifies which game is started. It either corresponds to anarbitrary user defined target (from the configuration file), or to abuilt-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/ ft5.2) Language options:---- -----------------ScummVM includes a language option for Maniac Mansion, Zak McKracken,The Dig, The Curse of Monkey Island, Beneath a Steel Sky, Broken Swordand Simon the Sorcerer 1 and 2.Note that with the exception of Beneath a Steel Sky, Broken Sword,multilanguage versions of Goblins games and Nippon Safes Inc., usingthis option does *not* change the language of the game (which usually ishardcoded), but rather is only used to select the appropriate font (e.g.for a German version of a game, one containing umlauts).An exception are The Dig and The Curse of Monkey Island -- non-Englishversions can be set to 'English.' This however only affects subtitles;game speech will remain the same.Maniac Mansion and Zak McKracken    en  - English (default)    de  - German    fr  - French    it  - Italian    es  - SpanishThe Dig    jp  - Japanese    zh  - Chinese    kr  - KoreanThe Curse of Monkey Island    en  - English (default)    de  - German    fr  - French    it  - Italian    pt  - Portuguese    es  - Spanish    jp  - Japanese    zh  - Chinese    kr  - KoreanBeneath a Steel Sky    gb  - English (Great Britain) (default)    en  - English (USA)    de  - German    fr  - French    it  - Italian    pt  - Portuguese    es  - Spanish    se  - SwedishBroken Sword    en  - English (default)    de  - German    fr  - French    it  - Italian    es  - Spanish    pt  - Portuguese    cz  - CzechSimon the Sorcerer 1 and 2    en  - English (default)    de  - German    fr  - French    it  - Italian    es  - Spanish    he  - Hebrew    pl  - Polish    ru  - Russian5.3) Graphics filters:---- -----------------ScummVM offers several anti-aliasing filters to attempt to improvevisual quality. These are the same filters used in many other emulators,such as MAME. These filters take the original game graphics, and scaleit by a certain fixed factor (usually 2x or 3x) before displaying themto you. So for example, if the game originally run at a resolution of320x200 (typical for most of the SCUMM games), then using a filter withscale factor 2x will effectively yield 640x400 graphics. Likewise with a3x 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 toscummvm, for example:    scummvm -gadvmame2x monkey2Note #1: Not all backends support all (or even any) of the filterslisted above; some may support additional ones. The filters listed aboveare those supported by the default SDL backend.Note #2: Filters can be very slow when ScummVM is compiled in a debugconfiguration without optimizations. And there is always a speed impactwhen using any form of anti-aliasing/linear filtering.Note #3: The FM-TOWNS version of Zak McKracken uses an originalresolution of 320x240, hence for this game scalers will scale to 640x480or 960x720. Likewise, games that originally were using 640x480 (such asCurse of Monkey Island or Broken Sword) will be scaled to 1280x960 and1920x1440.5.4) Global Menu:---- ------------The Global Menu is a general menu which is available to all of the gameengines by pressing Ctrl-F5.  From this menu there are the followingbuttons: Resume, Options, About, Return to Launcher, and Quit. Selecting'Options' will display a dialog where basic audio settings, such asvolume levels, can be adjusted. Selecting 'Return to Launcher' willclose the current game and return the user back to the ScummVM Launcher,where another game may be selected to play.Note: Returning to the Launcher is not supported by all of the engines,and the button will be disabled in the Global Menu if it is notsupported.Engines which currently support returning to the Launcher are:    AGI    AGOS    CINE    DRACI    GOB    GROOVIE    KYRA    LURE    PARALLACTION    QUEEN    SAGA    SCUMM    SKY    SWORD1    SWORD2    TOUCHE    TUCKER5.5) Hot Keys:---- ---------ScummVM supports various in-game hotkeys. They differ between SCUMM games andother games.  Common:    Ctrl-F5                - Displays the Global Menu    Cmd-q                  - Quit (Mac OS X)    Ctrl-q                 - Quit (other unices including Linux)    Ctrl-z OR Alt-x        - Quit (other platforms)    Ctrl-u                 - Mute all sounds    Ctrl-m                 - Toggle mouse capture    Ctrl-Alt 1-8           - Switch between graphics filters    Ctrl-Alt + and -       - Increase/Decrease the scale factor    Ctrl-Alt a             - Toggle aspect-ratio correction on/off                             Most of the games use a 320x200 pixel                             resolution, which may look squashed on                             modern monitors. Aspect-ratio correction                             stretches the image to use 320x240 pixels                             instead, or a multiple thereof    Alt-Enter              - Toggles full screen/windowed    Alt-s                  - Make a screenshot (SDL backend only)  SCUMM:    Ctrl 0-9 and Alt 0-9   - Load and save game state    Ctrl-d                 - Starts the debugger    Ctrl-f                 - Toggle fast mode    Ctrl-g                 - Runs in really REALLY fast mode    Ctrl-t                 - Switch between 'Speech only',                             'Speech and Subtitles' and 'Subtitles only'    Tilde (~)              - Show/hide the debugging console    [ and ]                - Music volume, down/up    - and +                - Text speed, slower/faster    F5                     - Displays a save/load box    Alt-F5                 - Displays the original save/load box, if the                             game has one. You can save and load games using                             using this, however it is not intended for this                             purpose, and may even crash ScummVM in some                             games.    i                      - Displays IQ points (Indiana Jones and the Last                             Crusade, and Indiana Jones and the Fate of                             Atlantis)    Space                  - Pauses    Period (.)             - Skips current line of text in some games    Enter                  - Simulate left mouse button press    Tab                    - Simulate right mouse button press  Beneath a Steel Sky:    Ctrl-d                 - Starts the debugger    Ctrl-f                 - Toggle fast mode    Ctrl-g                 - Runs in really REALLY fast mode    F5                     - Displays a save/load box    Escape                 - Skips the game intro    Period (.)             - Skips current line of text  Broken Sword:    F5 or Escape           - Displays save/load box  Broken Sword II:    Ctrl-d                 - Starts the debugger    Ctrl-f                 - Toggle fast mode    p                      - Pauses  Dragon History:    F5                     - Displays the Global Menu    left click             - Walk, explore    right click            - Use, talk    move mouse up, i       - Inventory    move mouse down, m     - Map    Escape                 - Skip the intro, exit map/inventory    any click              - Skip the currently dubbed sentence    q                      - Quick walking on/off  Flight of the Amazon Queen:    Ctrl-d                 - Starts the debugger    Ctrl-f                 - Toggle fast mode    F1                     - Use Journal (saving/loading)    F11                    - Quicksave    F12                    - Quickload    Escape                 - Skips cutscenes    Space                  - Skips current line of text  Future Wars    F1                     - Examine    F2                     - Take    F3                     - Inventory    F4                     - Use    F5                     - Activate    F6                     - Speak    F9                     - "Activate" menu    F10                    - "Use" menu    Escape                 - Bring on command menu  Nippon Safes    Ctrl-d                 - Starts the debugger    l                      - Load game    s                      - Save game  Simon the Sorcerer 1 and 2:    Ctrl 0-9 and Alt 0-9   - Load and save game state    Ctrl-d                 - Starts the debugger    Ctrl-f                 - Toggle fast mode    F1 - F3                - Text speed, faster - slower    F10                    - Shows all characters and objects you can                             interact with    Escape                 - Skip cutscenes    - and +                - Music volume, down/up    m                      - Music on/off    s                      - Sound effects on/off    b                      - Background sounds on/off                             [Simon the Sorcerer 2 only]    Pause                  - Pauses    t                      - Switch between speech 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    Pause                  - Pauses  The Feeble Files    Ctrl-d                 - Starts the debugger    Ctrl-f                 - Toggle fast mode    F7                     - Switch characters    F9                     - Hitbox names on/off    s                      - Sound effects on/off    Pause                  - Pauses    t                      - Switch between speech and subtitles    v                      - Switch between subtitles only and                             combined speech and subtitles  The Legend of Kyrandia:    Ctrl 0-9 and Alt 0-9   - Load and save game state    Ctrl-d                 - Starts the debugger  TeenAgent    F5                     - Displays the Global Menu  Touche: The Adventures of the Fifth Musketeer:    Ctrl-f                 - Toggle fast mode    F5                     - Displays options    F9                     - Turn fast walk mode on    F10                    - Turn fast walk mode off    Escape                 - Quit    Space                  - Skips current line of text    t                      - Switch between 'Voice only',                             'Voice and Text' and 'Text only'Note that using Ctrl-f or Ctrl-g is not recommended: games can crashwhen being run faster than their normal speed, as scripts will losesynchronisation.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/orpanel actions. Please consult the README-WinCE.txt file.6.0) Savegames:---- ----------Savegames are by default put in the current directory on some platformsand preset directories on others.  You can specify the save in theconfig file by setting the savepath parameter. See the example configfile 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 AmazonQueen", all AGI games, and all SCUMM games), ScummVM will by defaultautomatically save the current state every five minutes (adjustable viathe "autosave_period" config setting). For the AGI and SCUMM engines, itwill save in Slot 0. For the SCUMM engine, this savestate can then beloaded again via Ctrl-0, or the F5 menu.6.2) Converting Savegames:---- ---------------------Using savegames from original versions, isn't supported by all gameengines. Only the following games, can use savegames from their originalversions.  Elvira 1    - Add 8 bytes (savegame name) to the start of the savegame file    - Rename the savegame to 'elvira1.xxx'  Elvira 2    - Add 8 bytes (savegame name) to the start of the savegame file    - Rename the savegame to 'elvira2-pc.xxx' (DOS version) or      'elvira2.xxx' (Other versions)  Waxworks    - Add 8 bytes (savegame name) to the start of the savegame file    - Rename the savegame to 'waxworks-pc.xxx' (DOS version) or      'waxworks.xxx' (Other versions)  Simon the Sorcerer 1    - Rename the savegame to 'simon1.xxx'  Simon the Sorcerer 2    - Rename the savegame to 'simon2.xxx'  The Feeble Files    - Rename the savegame to 'feeble.xxx'Where 'xxx' is exact the saved game slot (ie 001) under ScummVM6.3) Viewing/Loading savegames from the command line:---- --------------------------------------------------list-saves:   This switch may be used to display a list of the current savegames   of the specified target game and their corresponding save slots.   Usage: --list-saves=[TARGET], where [TARGET] is the target game.   Engines which currently support --list-saves are:       AGI       AGOS       CINE       DRACI       GROOVIE       KYRA       LURE       PARALLACTION       QUEEN       SAGA       SCUMM       SKY       SWORD1       SWORD2       TINSEL       TOUCHE       TUCKER--save-slot/-x:   This switch may be used to load a savegame directly from the command line.   Usage: --save-slot[SLOT] or -x[SLOT], where [SLOT] is the save slot number.   Engines which currently support --save-slot/-x are:       AGI       CINE       DRACI       GROOVIE       KYRA       LURE       PARALLACTION       QUEEN       SAGA       SCUMM       SKY       SWORD1       SWORD2       TINSEL       TOUCHE7.0) Music and Sound:---- ----------------On most operating systems and for most games, ScummVM will by defaultuse AdLib emulation for music playback. MIDI may not be available on alloperating systems or may need manual configuration. If you want to useMIDI, you have several different choices of output, depending on youroperating 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.    seq        - Use /dev/sequencer for MIDI, *nix users. See below.    timidity   - Connect to TiMidity++ MIDI server. See below.    windows    - Windows MIDI. Uses built-in sequencer, for Windows usersTo select a sound driver, select it in the Launcher, or pass its namevia the '-e' option to scummvm, for example:    scummvm -eadlib monkey27.1) Playing sound with AdLib emulation:---- -----------------------------------By default an AdLib card will be emulated and ScummVM will output themusic as sampled waves. This is the default mode for most games, andoffers 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 playMIDI music through the FluidSynth driver. You will have to specify aSoundFont 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 canbe 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 defaultbeing 100. (This corresponds to FluidSynth's gain settings of 0.0through 10.0, which are presumably measured in decibel.)NOTE: The processor requirements for FluidSynth can be fairly high insome cases. A fast CPU is recommended.7.3) Playing sound with MT-32 emulation:---- -----------------------------------Some games which contain MIDI music data also have improved tracksdesigned for the MT-32 sound module. ScummVM can now emulate thisdevice, 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-wisePlace these ROMs in the game directory, in your extrapath, or in thedirectory where your ScummVM executable resides.You don't need to specify --native-mt32 with this driver, as itautomatically gets turned on.NOTE: The processor requirements for the emulator are quite high; a fastCPU is strongly recommended.7.4) Playing sound with MIDI emulation:---- ----------------------------------Some games (such as Sam & Max) only contain MIDI music data.  This onceprevented music for these games from working on platforms that do notsupport MIDI, or soundcards that do not provide MIDI drivers (e.g. manysoundcards will not play MIDI under Linux). ScummVM can now emulate MIDImode using sampled waves and AdLib, FluidSynth MIDI emulation or MT-32emulation using the -eadlib, -efluidsynth or -emt32 optionsrespectively.  However, if you are capable of using native MIDI, werecommend 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 toselect your preferred MIDI device. For example, if you wish to use theWindows 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 capabilitiesof your MIDI device.If --native-mt32 is specified, ScummVM will treat your device as a realMT-32. Because the instrument mappings and system exclusive commands ofthe MT-32 vary from those of General MIDI devices, you should onlyenable 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-compatibledevice 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 drumseton your GS device. This setting works better than default GM or GSemulation with games that do not have custom instrument mappings (Loomand Monkey1). You should only specify both settings if you are using aGS 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 automaticallydisabled in both DOTT and Samnmax, since they use General MIDI natively.If neither of the above settings is enabled, ScummVM will initializeyour device in General MIDI mode and use GM emulation in games withMT-32 soundtracks.Some games contain sound effects that are exclusive to the AdLibsoundtrack. For these games, you may wish to specify --multi-midi inorder to combine MIDI music with AdLib sound effects.7.6) Playing sound with Sequencer MIDI:                          [UNIX ONLY]---- ----------------------------------If your soundcard driver supports a sequencer, you may set theenvironment variable "SCUMMVM_MIDI" to your sequencer device -- forexample, to /dev/sequencerIf you have problems with not hearing audio in this configuration, youmay need to set the environment variable "SCUMMVM_MIDIPORT" to 1 or 2.This selects the port on the selected sequencer to use. Then startscummvm with the -eseq parameter. This should work on several cards, andmay offer better performance and quality than AdLib emulation. However,for those systems where sequencer support does not work, you can alwaysfall back on AdLib emulation.7.6.1) Playing sound with ALSA sequencer:                        [UNIX ONLY]------ ----------------------------------If you have installed the ALSA driver with sequencer support, then youmay set the environment variable "SCUMMVM_PORT" or the config filevariable "alsa_port" to specify your sequencer port. If neither is set,the default behavior is to try both "65:0" and "17:0".Here is a brief guide on how to use the ALSA sequencer with yoursoundcard. In all cases, to obtain a list of all the sequencer ports youhave, try the command "aconnect -o -l". This should give output similarto:client 14: 'Midi Through' [type=kernel]    0 'Midi Through Port-0'client 16: 'SBLive! Value [CT4832]' [type=kernel]    0 'EMU10K1 MPU-401 (UART)'client 17: 'Emu10k1 WaveTable' [type=kernel]    0 'Emu10k1 Port 0  '    1 'Emu10k1 Port 1  '    2 'Emu10k1 Port 2  '    3 'Emu10k1 Port 3  'client 128: 'TiMidity' [type=user]    0 'TiMidity port 0 '    1 'TiMidity port 1 '    2 'TiMidity port 2 '    3 'TiMidity port 3 'The most important bit here is that there are four WaveTable MIDIoutputs located at 17:0, 17:1, 17:2 and 17:3, and four TiMidity portslocated at 128:0, 128:1, 128:2 and 128:3.If you have a FM-chip on your card, like the SB16, then you have to loadthe SoundFonts using the sbiload software. Example:  sbiload -p 17:0 /etc/std.o3 /etc/drums.o3If you have a WaveTable capable sound card, you have to load a sbk orsf2 SoundFont using the sfxload or asfxload software. Example:  sfxload /path/to/8mbgmsfx.sf2If you don't have a MIDI capable soundcard, there are two options:FluidSynth and TiMidity. We recommend FluidSynth, as on many systemsTiMidity will 'lag' behind music. This is very noticeable iniMUSE-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.sf2Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l'command as described earlier in this section.7.6.2) Playing sound with IRIX dmedia sequencer:                 [UNIX ONLY]---- ------------------------------------------If you are using IRIX and the dmedia driver with sequencer support, youcan set the environment variable "SCUMMVM_MIDIPORT" or the config filevariable "dmedia_port" to specify your sequencer port. The default is touse the first port.To get a list of configured midi interfaces on your system, run"startmidi" without parameters. Example output:  2 MIDI interfaces configured:          Serial Port 2          Software SynthIn this example, you can configure ScummVM to use the "Software Synth"instead of the default "Serial Port 2" by adding a line   dmedia_port=Software Synthto your configuration file in the section [scummvm], or settingSCUMMVM_PORT=Software Synth in your environment.7.7) Using TiMidity++ MIDI server:---- -----------------------------If you system lacks any MIDI sequencer, but you still want better MIDIquality than default AdLib emulation can offer, you can try theTiMidity++ MIDI server. Seehttp://timidity.sourceforge.net/ fordownload and install instructions.First, you need to start a daemon:  timidity -ir 7777Now you can start scummvm and try selection TiMidity music output.  Bydefault, it will connect to localhost:7777, but you can change host/portvia the "TIMIDITY_HOST" environment variable. You can also specifya "device number" using the "SCUMMVM_MIDIPORT" environment variable.7.8) Using compressed audio files---- ----------------------------7.8.0) Using MP3 files for CD audio:------ -----------------------------Use LAME or some other MP3 encoder to rip the cd audio tracks to files.Name the files track1.mp3 track2.mp3 etc. ScummVM must be compiled withMAD support to use this option. You will need to rip the file from theCD as a WAV file, then encode the MP3 files in constant bit rate. Thiscan be done with the following LAME command line:  lame -t -q 0 -b 96 track1.wav track1.mp37.8.1) Using Ogg Vorbis files for CD audio:------ ------------------------------------Use oggenc or some other vorbis encoder to encode the audio tracks tofiles. Name the files track1.ogg track2.ogg etc. ScummVM must becompiled with vorbis support to use this option. You will need to ripthe files from the CD as a WAV file, then encode the vorbis files. Thiscan be done with the following oggenc command line with the value afterq specifying the desired quality from 0 to 10:  oggenc -q 5 track1.wav7.8.2) Using Flac files for CD audio:------ ------------------------------------Use flac or some other flac encoder to encode the audio tracks to files.Name the files track1.flac track2.flac etc. In your filesystem onlyallows three letter extensions, name the files track1.fla track2.flaetc. ScummVM must be compiled with flac support to use this option. Youwill need to rip the files from the CD as a WAV file, then encode theflac files. This can be done with the following flac command line:  flac --best track1.wavRemember that the quality is always the same, varying encoder optionswill only affect the encoding time and resulting filesize.7.8.3) Compressing MONSTER.SOU with MP3:------ ---------------------------------You need LAME, and our 'compress_scumm_sou' utility from thescummvm-tools package to perform this task, and ScummVM must be compiledwith MAD support.  compress_scumm_sou monster.souEventually you will have a much smaller monster.so3 file, copy this fileto your game directory. You can safely remove the monster.sou file.7.8.4) Compressing MONSTER.SOU with Ogg Vorbis:------ ----------------------------------------As above, but ScummVM must be compiled with OGG support. Run:  compress_scumm_sou --vorbis monster.souThis should produce a smaller monster.sog file, which you should copy toyour game directory. Ogg encoding may take a considerable longer amountof time than MP3, so have a good book handy.7.8.5) Compressing MONSTER.SOU with Flac:------ ----------------------------------------As above, but ScummVM must be compiled with Flac support. Run:  compress_scumm_sou --flac monster.souThis should produce a smaller monster.sof file, which you should copy toyour game directory. Remember that the quality is always the same,varying encoder options will only affect the encoding time and resultingfile size. Playing with the blocksize (-b <value>), has the biggestimpact on the resulting file size -- 1152 seems to be a good value forthose kind of soundfiles. Be sure to read the encoder documentationbefore you use other values.7.8.6) Compressing music/sfx/speech in AGOS games------ -----------------------------------------------------------------Use our 'compress_agos' utility from the scummvm-tools package toperform this task. You can choose between multiple target formats, butnote that you can only use each if ScummVM was compiled with therespective 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 --vorbisFor Flac add --flac and optional parameters, i.e.  compress_agos --flacEventually you will have a much smaller *.mp3, *.ogg or *.fla file, copythis file to your game directory. You can safely remove the old file.7.8.7) Compressing speech/music in Broken Sword------ ----------------------------------------The 'compress_sword1' tool from the scummvm-tools package can encodemusic and speech to MP3 as well as Ogg Vorbis. The easiest way to encodethe files is simply copying the executable into your BS1 directory(together with the lame encoder) and run it from there. This way, itwill automatically encode everything to MP3. Afterwards, you canmanually remove the SPEECH?.CLU files and the wave music files.Running "compress_sword1 --vorbis" will compress the files using OggVorbis instead of MP3.Running "compress_sword1 --flac" will compress the files using Flacinstead of MP3.Use "compress_sword1 --help" to get a full list of the options.7.8.8) Compressing speech/music in Broken Sword II------ -------------------------------------------Use our 'compress_sword2' utility from the scummvm-tools package toperform this task. You can choose between multiple target formats, butnote  that you can only use each if ScummVM was compiled with therespective decoder support enabled.  compress_sword2 speech1.clu  compress_sword2 music1.cluFor Ogg Vorbis add --vorbis to the options, i.e.  compress_sword2 --vorbisEventually you will have a much smaller *.cl3 or *.clg file, copy thisfile 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 theoriginal.Please note that compress_sword2 will only work with the fourspeech/music files in Broken Sword II. It will not work with any of theother *.clu files, nor will it work with the speech files from BrokenSword.7.9) Output sample rate:---- -------------------The output sample rate tells ScummVM how many sound samples to play perchannel 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 formost 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 isunlikely that you have to worry about that.To elaborate, most of the sounds ScummVM has to play were sampled ateither 22050 Hz or 11025 Hz. Using a higher sample rate will notmagically improve the quality of these sounds. Hence, 22050 Hz is fine.Some games use CD audio. If you use compressed files for this, they areprobably sampled at 44100 Hz, so for these games that may be a betterchoice 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 willbe plenty for these, but there is at least one piece of AdLib music inBeneath a Steel Sky that will sound a lot better at 44100 Hz.Using frequencies in between is not recommended. For one thing, yoursound card may not support it. In theory, ScummVM should fall back on asensible frequency in that case, but don't count on it. Moreimportantly, ScummVM has to resample all sounds to its output frequency.This is much easier to do well if the output frequency is a multiple ofthe 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    (here, ~ refers to your home directory)    Others:    scummvm.ini in the current directoryAn 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=windowsThe following keywords are recognized:    path               string   The path to where a game's data files are    autosave_period    number   The seconds between autosaving (default: 300)    save_slot          number   The savegame number to load on startup.    savepath           string   The path to where a game will store its                                savegames.    versioninfo        string   The version of the ScummVM that created the                                configuration file.    gameid             string   The real id of a game. Useful if you have                                several versions of the same game, and want                                different aliases for them. See the example.    description        string   The description of the game as it will appear                                in the launcher.    language           string   Specify language (en, us, de, fr, it, pt, es,                                jp, zh, kr, se, gb, hb, cz, ru)    speech_mute        bool     If true, speech is muted    subtitles          bool     Set to true to enable subtitles.    talkspeed          number   Text delay in SCUMM games, or text speed in                                other games.    fullscreen         bool     Fullscreen mode    aspect_ratio       bool     Enable aspect ratio correction    disable_dithering  bool     Remove dithering artifacts from EGA games    gfx_mode           string   Graphics mode (normal, 2x, 3x, 2xsai,                                super2xsai, supereagle, advmame2x, advmame3x,                                hq2x, hq3x, tv2x, dotmatrix)    confirm_exit       bool     Ask for confirmation by the user before quitting                                (SDL backend only).    cdrom              number   Number of CD-ROM unit to use for audio. If                                negative, don't even try to access the CD-ROM.    joystick_num       number   Number of joystick device to use for input    music_driver       string   The music engine to use.    opl_driver         string   The AdLib (OPL) emulator to use.    output_rate        number   The output sample rate to use, in Hz. Sensible                                values are 11025, 22050 and 44100.    alsa_port          string   Port to use for output when using the                                ALSA music driver.    music_volume       number   The music volume setting (0-255)    multi_midi         bool     If true, enable combination AdLib and native                                MIDI.    soundfont          string   The SoundFont to use for MIDI playback. (Only                                supported by some MIDI drivers.)    native_mt32        bool     If true, disable GM emulation and assume that                                there is a true Roland MT-32 available.    enable_gs          bool     If true, enable Roland GS-specific features to                                enhance GM emulation. If native_mt32 is also                                true, the GS device will select an MT-32 map                                to play the correct instruments.    sfx_volume         number   The sfx volume setting (0-255)    tempo              number   The music tempo (50-200) (default: 100)    speech_volume      number   The speech volume setting (0-255)    midi_gain          number   The MIDI gain (0-1000) (default: 100) (Only                                supported by some MIDI drivers.)    copy_protection    bool     Enable copy protection in certain games, in                                those cases where ScummVM disables it by default.    demo_mode          bool     Start demo in Maniac Mansion    alt_intro          bool     Use alternative intro for CD versions of                                Beneath a Steel Sky and Flight of the Amazon                                Queen    boot_param         number   Pass this number to the boot scriptBroken Sword II adds the following non-standard keywords:    gfx_details        number   Graphics details setting (0-3)    music_mute         bool     If true, music is muted    object_labels      bool     If true, object labels are enabled    reverse_stereo     bool     If true, stereo channels are reversed    sfx_mute           bool     If true, sound effects are mutedFlight 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 mutedKing's Quest VI Windows adds the following non-standard keywords:    windows_cursors    bool     If true, the original unscaled black and white                                Windows cursors are used instead of the DOS                                ones. If false, the DOS cursors are used in the                                Windows version, upscaled to match the rest of                                the upscaled graphics    Simon the Sorcerer 1 and 2 add the following non-standard keywords:    music_mute         bool     If true, music is muted    sfx_mute           bool     If true, sound effects are mutedThe Legend of Kyrandia adds the following non-standard keyword:    walkspeed          int      The walk speed (0-4)9.0) Compiling:---- ----------For an up-to-date overview on how to compile ScummVM for variousplatforms, please consult our Wiki, in particular this page:http://wiki.scummvm.org/index.php/Compiling_ScummVMIf you are compiling for Windows, Linux or Mac OS X, you need SDL-1.2.2or newer (older versions may work, but are unsupported), and a supportedcompiler. Several compilers, including GCC, mingw and recent versions ofMicrosoft Visual C++ are supported. If you wish to use MP3-compressed CDtracks or .SOU files, you will need to install the MAD library; likewiseyou will need the appropriate libraries for Ogg Vorbis and FLACcompressed sound. For MPEG2 support, libmpeg2 is required. Forcompressed save states, zlib is required.Some parts of ScummVM, particularly scalers, have highly optimizedversions written in assembler. If you wish to use this option, you willneed to install nasm assembler (seehttp://nasm.sf.net). Note, thatcurrently we have only x86 MMX optimized versions, and they will notcompile on other processors.On Win9x/NT/XP, you can define USE_WINDBG and attach WinDbg to browsedebug messages (seehttp://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      respectivelyhttp://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW  Microsoft Visual C++ 6.0:    * Open the workspace file "scummwm.dsw" in the "dists\msvc6" directory.    * 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" directory.    * 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 ports.mk).    * For more information refer to:http://wiki.scummvm.org/index.php/Compiling_ScummVM/MacOS_X_Crosscompiling  AmigaOS 4 (Cross-compiling with Cygwin):    * Make sure that you have SDL installed, you may also need      libogg, libvorbis, libvorbisfile, zlib, libmad.    * Type ./configure --host=ppc-amigaos    * If you got an error about sdl-config, use --with-sdl-prefix      parameter to set the path.    * Check 'config.mk' file and if everything seems to be fine:    * Run 'make'.    * Cross-compiling with Linux may be as easy.  iPhone:    * Please refer to:http://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone  Maemo:    * Get Scratchbox environment with Maemo 2.2 rootstrap (2.2 is for 770 and up)    * Install libmad, Tremor, FLAC, libmpeg2 from source    * patch scummvm source (some stuff is currently too dirty to be in svn directly)      patch -p1 < backends/platform/maemo/scummvm-[currentversion]-maemo.patch    * update debian/changelog    * run 'fakeroot dpkg-buildpackage -b -d'------------------------------------------------------------------------Good Luck and Happy Adventuring!The ScummVM team.http://www.scummvm.org/------------------------------------------------------------------------

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