3 ------------------------------------------------------------------------
5 TODO: Resolve all the TODOs scattered through this file before release.
7 For more information, compatibility lists, details on donating, the latest
8 release, progress reports and more, please visit the ScummVM home page
9 at: http://www.scummvm.org/
21 * 3.2 Commodore64 games notes
22 * 3.3 Maniac Mansion NES notes
23 * 3.4 Macintosh games notes
24 * 3.5 Multi-CD games notes
25 * 3.6 The Curse of Monkey Island notes
26 * 3.7 Broken Sword notes
27 * 3.8 Beneath a Steel Sky notes
28 * 3.9 Flight of the Amazon Queen notes
29 * 3.10 Gobliiins notes
30 * 3.11 Inherit the Earth: Quest for the Orb notes
31 * 3.12 Simon the Sorcerer notes
32 * 3.13 The Feeble Files notes
33 * 3.14 The Legend of Kyrandia notes
34 * 3.15 Sierra AGI games Predictive Input Dialog notes
35 * 3.16 Mickey's Space Adventure notes
36 * 3.17 Winnie the Pooh notes
37 * 3.18 Troll's Tale notes
39 4.0) Supported Platforms
41 * 5.1 Command Line Options
42 * 5.2 Language Options
43 * 5.3 Graphics Filters
48 * 6.2 Converting savegames
49 * 6.3 Viewing/Loading savegames from the command line
52 * 7.2 FluidSynth MIDI emulation
55 * 7.5 Native MIDI support
56 * 7.6 UNIX native, ALSA and dmedia sequencer support
57 * 7.7 TiMidity++ MIDI server support
58 * 7.8 Using compressed audio files (MP3, Ogg Vorbis, Flac)
59 * 7.9 Output sample rate
60 8.0) Configuration Files
69 ScummVM is a program which allows you to run certain classic graphical
70 point-and-click adventure games, provided you already have their data
71 files. The clever part about this: ScummVM just replaces the executables
72 shipped with the game, allowing you to play them on systems for which
73 they were never designed!
75 Some of the adventures ScummVM supports include Adventure Soft's Simon
76 the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1
77 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the
78 Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of
79 Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility
80 for Maniac Mansion) system such as Monkey Island, Day of the Tentacle,
81 Sam and Max and more. You can find a thorough list with details on which
82 games are supported and how well on the compatibility page. ScummVM is
83 continually improving, so check back often.
85 Among the systems on which you can play those games are Windows, Linux,
86 Mac OS X, Dreamcast, PocketPC, PalmOS, AmigaOS, BeOS, OS/2, PSP, PS2,
87 SymbianOS/EPOC, iPhone and many more.
89 At this time ScummVM should be considered beta software, and is still
90 under heavy development. Be aware that whilst we attempt to make sure
91 that many games can be completed with few major bugs, crashes can
94 If you enjoy ScummVM feel free to donate using the PayPal button on the
95 ScummVM homepage. This will help us buy utilities needed to develop
96 ScummVM easier and quicker. If you cannot donate, help and contribute a
101 For the impatient among you, here is how to get ScummVM running in five
104 1. Download ScummVM from <http://www.scummvm.org/downloads.php> and
107 2. Create a directory on your hard drive and copy the game datafiles
108 from the original media to this directory. Repeat this for every game
111 3. Start ScummVM, choose 'Add game', select the directory with the game
112 datafiles (do not try to select the datafiles themselves!) and press
115 4. A dialog should popup allowing you to configure various settings if
116 you wish to (it should be just fine to leave everything at its default,
117 though). Confirm the dialog.
119 5. Select the game you want to play in the list, and press 'Start'.
121 In the future, you should be able to directly skip to step 5, unless you
122 want to add more games.
124 Hint: If you want to add multiple games in one go, try pressing and
125 holding the shift key before clicking 'Add game' -- its label will
126 change to 'Mass Add' and if you press it, you are again asked to select
127 a directory, only this time ScummVM will search through all
128 subdirectoriess for supported games.
133 The easiest way to contact the ScummVM team is by submitting bug reports
134 (see section 2.1) or by using our forums at http://forums.scummvm.org .
135 You can also join and e-mail the scummvm-devel mailing list, or chat
136 with us on IRC (#scummvm on irc.freenode.net) Please do not ask us to
137 support an unsupported game -- read the FAQ on our web site first.
142 To report a bug, please create a SourceForge account and follow the bugs
143 link from our homepage. Please make sure the bug is reproducible, and
144 still occurs in the latest SVN/Daily build version. Also check the known
145 problems list (below) and the compatibility list on our website for that
146 game, to ensure the issue is not already known:
148 http://www.scummvm.org/compatibility_stable.php
150 Please do not report bugs on games that are not listed as being
151 completeable in the 'Supported Games' section, or compatibility list. We
152 -know- those games have bugs.
154 Please include the following information:
155 - ScummVM version (PLEASE test the latest SVN/Daily build)
156 - Bug details, including instructions on reproducing
157 - Language of game (English, German, ...)
158 - Version of game (talkie, floppy, ...)
159 - Platform and Compiler (Win32, Linux, FreeBSD, ...)
160 - Attach a savegame if possible
161 - If this bug only occurred recently, please note the last version
162 without the bug, and the first version including the bug. That way
163 we can fix it quicker by looking at the changes made.
165 Finally, please report each issue separately; do not file multiple issues
166 on the same ticket. (Otherwise, it gets difficult to track the status of
167 each individual bug).
170 3.0) Supported Games:
171 ---- ----------------
172 At the moment the following games have been reported to work, and should
173 be playable to the end:
175 SCUMM Games by LucasArts:
176 Maniac Mansion [maniac]
177 Zak McKracken and the Alien Mindbenders [zak]
178 Indiana Jones and the Last Crusade [indy3]
180 The Secret of Monkey Island [monkey]
181 Monkey Island 2: LeChuck's Revenge [monkey2]
182 Indiana Jones and the Fate of Atlantis [atlantis]
183 Day of the Tentacle [tentacle]
184 Sam & Max Hit the Road [samnmax]
187 The Curse of Monkey Island [comi]
190 The Black Cauldron [bc]
191 Gold Rush! [goldrush]
193 King's Quest II [kq2]
194 King's Quest III [kq3]
195 King's Quest IV [kq4]
196 Leisure Suit Larry in the Land of the
197 Lounge Lizards [lsl1]
198 Mixed-Up Mother Goose [mixedup]
199 Manhunter 1: New York [mh1]
200 Manhunter 2: San Francisco [mh2]
201 Police Quest I: In Pursuit of the Death
203 Space Quest I: The Sarien Encounter [sq1]
204 Space Quest II: Vohaul's Revenge [sq2]
205 Fanmade Games [agi-fanmade]
207 AGOS Games by Adventuresoft / Horrorsoft:
208 Elvira - Mistress of the Dark [elvira1]
209 Elvira II - The Jaws of Cerberus [elvira2]
211 Simon the Sorcerer 1 [simon1]
212 Simon the Sorcerer 2 [simon2]
213 Simon the Sorcerer's Puzzle Pack
214 - Demon In My Pocket [dimp]
215 Simon the Sorcerer's Puzzle Pack
217 Simon the Sorcerer's Puzzle Pack
218 - NoPatience [puzzle]
219 Simon the Sorcerer's Puzzle Pack
220 - Swampy Adventures [swampy]
221 The Feeble Files [feeble]
223 GOB Games by Coktel Vision:
224 Bargon Attack [bargon]
228 Lost in Time [lostintime]
229 The Bizarre Adventures of Woodruff
230 and the Schnibble [woodruff]
231 Ween: The Prophecy [ween]
233 MADE Games by Activision:
234 Leather Goddesses of Phobos 2 [lgop2]
236 Rodney's Funscreen [rodney]
237 The Manhole [manhole]
240 Beneath a Steel Sky [sky]
241 Broken Sword 1: The Shadow of the Templars [sword1]
242 Broken Sword 2: The Smoking Mirror [sword2]
243 Cruise for a Corpse [cruise]
245 Discworld 2: Missing Presumed ...!? [dw2]
246 Drascula: The Vampire Strikes Back [drascula]
247 Flight of the Amazon Queen [queen]
249 Inherit the Earth: Quest for the Orb [ite]
250 Nippon Safes Inc. [nippon]
251 The Legend of Kyrandia [kyra1]
252 The Legend of Kyrandia: The Hand of Fate [kyra2]
253 The Legend of Kyrandia: Malcolm's Revenge [kyra3]
254 Touche: The Adventures of the Fifth
257 SCUMM Games by Humongous Entertainment:
258 Backyard Football [football]
259 Big Thinkers First Grade [thinker1]
260 Big Thinkers Kindergarten [thinkerk]
261 Blue's 123 Time Activities [Blues123Time]
262 Blue's ABC Time Activities [BluesABCTime]
263 Fatty Bear's Birthday Surprise [fbear]
264 Fatty Bear's Fun Pack [fbpack]
265 Freddi Fish 1: The Case of the Missing
267 Freddi Fish 2: The Case of the Haunted
268 Schoolhouse [freddi2]
269 Freddi Fish 3: The Case of the Stolen
270 Conch Shell [freddi3]
271 Freddi Fish 4: The Case of the Hogfish
272 Rustlers of Briny Gulch [freddi4]
273 Freddi Fish and Luther's Maze Madness [maze]
274 Freddi Fish and Luther's Water Worries [water]
275 Let's Explore the Airport with Buzzy [airport]
276 Let's Explore the Farm with Buzzy [farm]
277 Let's Explore the Jungle with Buzzy [jungle]
278 Pajama Sam 1: No Need to Hide When It's
279 Dark Outside [pajama]
280 Pajama Sam 2: Thunder and Lightning
281 Aren't so Frightening [pajama2]
282 Pajama Sam 3: You Are What You Eat
283 From Your Head to Your Feet [pajama3]
284 Pajama Sam's Lost & Found [lost]
285 Pajama Sam's Sock Works [socks]
286 Putt-Putt Enters the Race [puttrace]
287 Putt-Putt Goes to the Moon [puttmoon]
288 Putt-Putt Joins the Circus [puttcircus]
289 Putt-Putt Joins the Parade [puttputt]
290 Putt-Putt Saves the Zoo [puttzoo]
291 Putt-Putt Travels Through Time [putttime]
292 Putt-Putt and Pep's Balloon-O-Rama [balloon]
293 Putt-Putt and Pep's Dog on a Stick [dog]
294 Putt-Putt & Fatty Bear's Activity Pack [activity]
295 Putt-Putt's Fun Pack [funpack]
296 SPY Fox 1: Dry Cereal [spyfox]
297 SPY Fox 2: Some Assembly Required [spyfox2]
298 SPY Fox in Cheese Chase [chase]
299 SPY Fox in Hold the Mustard [mustard]
301 The following games should load, but are not yet fully playable. Play
302 these at your own risk, and please do not file bug reports about them.
303 If you want the latest updates on game compatibility, visit our web site
304 and view the compatibility chart.
306 Backyard Baseball [baseball]
307 Backyard Soccer [soccer]
308 Blue's Birthday Adventure [BluesBirthday]
309 Blue's Treasure Hunt [BluesTreasureHunt]
310 SPY Fox 3: Operation Ozone [spyozon]
312 The following games are based on the SCUMM engine, but NOT supported
315 Other Humongous Entertainment games
317 Please be aware that the engines may contain bugs and unimplemented
318 features that sometimes make it impossible to finish the game. Save
319 often, and please file a bug report (instructions on submitting bug
320 reports are above) if you encounter such a bug in a 'supported' game.
323 3.1) Copy Protection:
324 ---- ----------------
325 The ScummVM team does not condone piracy. However, there are cases where
326 the game companies (such as LucasArts) themselves bundled 'cracked'
327 executables with their games -- in these cases the data files still
328 contain the copy protection scripts, but the interpreter bypasses them
329 (similar to what an illegally cracked version might do, only that here
330 the producer of the game did it). There is no way for us to tell the
331 difference between legitimate and pirated data files, so for the games
332 where we know that a cracked version of the original interpreter was
333 sold at some point, ScummVM will always have to bypass the copy
336 In some cases ScummVM will still show the copy protection screen. Try
337 entering any answer. Chances are that it will work.
339 ScummVM will skip copy protection in the following games:
342 * Zak McKracken and the Alien Mindbenders
344 * The Secret of Monkey Island (VGA)
345 * Monkey Island 2: LeChuck's Revenge
346 * Beneath a Steel Sky
347 -- bypassed with kind permission from Revolution Software.
348 * Inherit the Earth: Quest for the Orb (Floppy version)
349 -- bypassed with kind permission from Wyrmkeep Entertainment,
350 since it was bypassed in all CD releases of the game.
351 * Simon the Sorcerer 1 (Floppy version)
352 * Simon the Sorcerer 2 (Floppy version)
353 -- bypassed with kind permission from Adventure Soft,
354 since it was bypassed in all CD releases of the game.
358 3.2) Commodore64 games notes:
359 ---- ------------------------
360 Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
361 playable. Simply name the D64 disks "maniac1.d64" and "maniac2.d64"
362 respectively "zak1.d64" and "zak2.d64", then ScummVM should be able to
363 automatically detect the game if you point it at the right directory.
365 Alternatively, you can use 'extract_mm_c64' from the tools package to
366 extract the data files. But then the game will not be properly
367 autodetected by ScummVM, and you must make sure that the platform is set
368 to Commodore64. We recommend using the much simpler approach described
369 in the previous paragraph.
372 3.3) Maniac Mansion NES notes:
373 ---- -------------------------
374 Supported versions are English GB (E), French (F), German (G), Swedish
375 (SW) and English US (U). ScummVM requires just the PRG section to run
376 and not the whole ROM.
378 In order to get the game working, you will have to strip out the first
379 16 bytes from the ROM you are trying to work with. Any hex editor will
380 work as long as you are able to copy/paste. After you open the ROM with
381 the hex editor, copy everything from the second row (17th byte) to the
382 end. After you do this, paste it to a new hex file. Name the new file
383 "Maniac Mansion (XX).prg" while XX stands for the version you are
384 working with (E, F, G, SW, or U). The final size should be exactly
387 If you add the game manually make sure that the platform is set to NES.
389 Most common mistakes which prevents the game from running:
392 * ROM extracted with the 0.7.0 tools
393 * You try to feed ScummVM with the FULL ROM and not just the PRG
396 It is also possible to extract the separate LFL files from the PRG
397 section. To do so use the 'extract_mm_nes' utility from the tools
401 3.4) Macintosh games notes:
402 ---- ----------------------
403 All LucasArts SCUMM based adventures, except COMI, also exist in versions
404 for the Macintosh. ScummVM can use most (all?) of them, however, in some
405 cases some additional work is required. First off, if you are not using
406 a Macintosh for this, accessing the CD/floppy data might be tricky. The
407 reason for this is that the mac uses a special disk format called HFS
408 which other systems usually do not support. However, there are various
409 free tools which allow reading such HFS volumes. For example
410 "HFVExplorer" for Windows and "hfsutils" for Linux and other Unix-like
413 Most of the newer games on the Macintosh shipped with only a single data
414 file (note that in some cases this data file was made invisible, so you
415 may need extra tools in order to copy it). ScummVM is able to directly
416 use such a data file; simply point ScummVM at the directory containing
417 it, and it should work (just like with every other supported game).
419 We also provide a tool called 'extract_scumm_mac' in the tools package
420 to extract the data from these data files, but this is neither required
423 For further information on copying Macintosh game files to your hard
426 http://wiki.scummvm.org/index.php/HOWTO-Mac_Games
429 3.5) Multi-CD games notes:
430 ---- ---------------------
431 In general, ScummVM does not deal very well with Multi-CD games. This is
432 because ScummVM assumes everything about a game can be found in one
433 directory. Even if ScummVM does make some provisions for asking the user
434 to change CD, the original game executables usually installed a small
435 number of files to the hard disk. Unless these files can be found on all
436 the CDs, ScummVM will be in trouble.
438 Fortunately, ScummVM has no problems running the games entirely from
439 hard disk, if you create a directory with the correct combination of
440 files. Usually, when a file appears on more than one CD you can pick
444 3.6) The Curse of Monkey Island notes:
445 ---- ---------------------------------
446 For this game, you will need the comi.la0, comi.la1 and comi.la2 files.
447 The comi.la0 file can be found on either CD, but since they are
448 identical it doesn't matter which one of them you use.
450 In addition, you will need to create a "resource" subdirectory
451 containing all of the files from -both- "resource" subdirectories on the
452 two CDs. Some of the files appear on both CDs, but again they're
456 3.7) Broken Sword notes:
457 ---- -------------------
458 Broken Sword 1 and 2 both come with in-game cutscenes compressed using
459 RAD Game Tools' legacy Smacker(tm) format. As RAD is unwilling to open
460 the older legacy versions of this format to us, and have requested we
461 not reverse engineer it, Revolution Software has kindly allowed us to
462 provide re-encoded Broken Sword cutscenes for download on our website:
464 http://www.scummvm.org/downloads.php
466 These cutscenes are provided in DXA format with FLAC audio. Their
467 quality is equal to the original games due to the use of lossless
468 compression. Viewing these cutscenes requires a version of ScummVM
469 compiled with both FLAC and zlib support.
471 The PlayStation version's videos are not yet supported and therefore
472 the DXA cutscenes are also needed.
474 For systems that are too slow to handle the decoding of FLAC audio, the
475 audio for these cutscenes is also provided separately as OGG Vorbis
476 audio. Viewing these cutscenes with OGG Vorbis audio requires a version
477 of ScummVM compiled with both libVorbis and zlib support.
479 The cutscenes should be placed in the main game data directory. Note
480 that currently this requires either copying the game to hard disk or
481 burning customized versions of the game CDs.
483 The instructions for the Broken Sword games are for the Sold-Out
484 Software versions, which are the ones you are probably most likely to
488 3.7.1) Broken Sword 1:
489 ------ ---------------
490 For this game, you will need all of the files from the clusters
491 directories on both CDs. For the Windows and Macintosh versions, you
492 will also need the speech.clu files from the speech directories, but
493 since they are not identical you will need to rename them speech1.clu
494 and speech2.clu for CD 1 and 2 respectively. The PlayStation version
495 requires the speech.tab, speech.dat, speech.lis, and speech.inf.
497 In addition, the Windows and Macintosh versions require a music
498 subdirectory with all of the files from the music subdirectories on
499 both CDs. Some of these files appear on both CDs, but in these cases
500 they are either identical or, in one case, so nearly identical that it
501 makes little difference. The PlayStation version requires tunes.dat and
504 ScummVM does not support the original cutscene files, so there is no
508 3.7.2) Broken Sword 2:
509 ------ ---------------
510 For this game, you will need all of the files from the clusters
511 directories on both CDs. (Actually, a few of them may not be strictly
512 necessary, but the ones that I'm uncertain about are all fairly small.)
513 You will need to rename the speech.clu and music.clu files speech1.clu,
514 speech2.clu, music1.clu and music2.clu so that ScummVM can tell which
515 ones are from CD 1 and which ones are from CD 2. Any other files that
516 appear in both cluster directories are identical. Use whichever you
519 In addition, you will need the cd.inf and, optionally, the startup.inf
520 files from the sword2 directory on CD 1.
522 ScummVM does not support the original cutscene files, so there is no
526 3.8) Beneath a Steel Sky notes:
527 ---- --------------------------
528 Starting with ScummVM 0.8.0 you need the additional 'SKY.CPT' file to
529 run Beneath a Steel Sky.
531 This file is available on the 'Downloads' page of the ScummVM website.
532 You can place it in either the directory containing the other game data
533 files (SKY.DNR, SKY.DSK), in your extrapath, or in the directory where
534 your ScummVM executable resides.
537 3.9) Flight of the Amazon Queen notes:
538 ---- ---------------------------------
539 In order to use a non-freeware version of Flight of the Amazon Queen
540 (from original CD), you will need to place the 'queen.tbl' file
541 (available from the 'Downloads' page on our website) in either the
542 directory containing the 'queen.1' game data file, in your extrapath, or
543 in the directory where your ScummVM executable resides.
545 Alternatively, you can use the 'compress_queen' tool from the tools
546 package to 'rebuild' your FOTAQ data file to include the table for that
547 specific version, and thus removing the run-time dependency on the
548 'queen.tbl' file. This tool also allows you to compress the speech and
549 sound effects with MP3, OGG or FLAC.
552 3.10) Gobliiins notes:
553 ----- ----------------
554 The CD versions of the Gobliiins series contain one big audio track
555 which you need to rip (see the section on using compressed audio files)
556 and copy into the game directory if you want to have in-game music
557 without the CD in the drive all the time. The speech is also in that
558 track and its volume is therefore changed with the music volume control
562 3.11) Inherit the Earth: Quest for the Orb notes:
563 ----- -------------------------------------------
564 In order to run the Mac OS X Wyrmkeep re-release of the game you will
565 need to copy over data from the CD to your hard disk. If you're on a PC
568 http://wiki.scummvm.org/index.php/HOWTO-Mac_Games
570 Although it primarily talks about SCUMM games, it mentions the
571 "HFVExplorer" utility which you need to extract the files. Note that you
572 have to put the speech data "Inherit the Earth Voices" in the same
573 directory as the game data which is stored in:
575 Inherit the Earth.app/Contents/Resources
577 For the old Mac OS 9 release you need to copy the files in MacBinary
578 format, as they should include both resource and data forks. Copy all
582 3.12) Simon the Sorcerer 1 and 2 notes:
583 ----- ---------------------------------
584 If you have the dual version of Simon the Sorcerer 1 or 2 on CD, you
585 will find the Windows version in the main directory of the CD and the
586 DOS version in the DOS directory of the CD.
589 3.13) The Feeble Files notes:
590 ----- -----------------------
591 If you have the Windows version of The Feeble Files, there are several
594 Many of the files necessary for the game are stored in an InstallShield
595 file called data1.cab, which ScummVM is unable to unpack. You will need
596 to use the original installer or i5comp to unpack the contents of this
597 file. The i5comp decompression tool, can be found via a search on the
600 To use the speech files with ScummVM, they need to be renamed as follows:
601 Rename voices.wav on CD1 to voices1.wav
602 Rename voices.wav on CD2 to voices2.wav
603 Rename voices.wav on CD3 to voices3.wav
604 Rename voices.wav on CD4 to voices4.wav
607 3.14) The Legend of Kyrandia notes:
608 ----- -----------------------------
609 To run The Legend of Kyrandia under ScummVM you need the 'kyra.dat'
610 file, which can be found on the 'Downloads' page of the ScummVM website.
613 3.15) Sierra AGI games Predictive Input Dialog notes:
614 ----- -----------------------------------------------
615 The Predictive Input Dialog is a ScummVM aid for running AGI engine
616 games (which notoriously require command line input) on devices with
617 limited keyboard support. In these situations, since typing with emulated
618 keyboards is quite tedious, commands can be entered quickly and easily
619 via the Predictive Input Dialog.
621 In order to enable predictive input in AGI games, you need to copy the
622 pred.dic file in the ScummVM extras directory or the directory of the
623 game you wish to play. This dictionary has been created by parsing
624 through all known AGI games and contains the maximum set of common
627 If the dictionary is detected, the Predictive Input Dialog is displayed
628 either when you click on the command line area (wherever keyboard input
629 is required, even in dialog boxes), or in some ports by pressing a
632 The predictive input dialog operates in three modes, switchable by the
633 (*)Pre/123/Abc button. The primary input method is the predictive mode
634 (Pre) which resembles the way "fast typing" is performed at phones. The
635 alphabet is divided into 9 sets which naturally map to the 9 number keys
636 of the numeric keypad (0 is space). To type in a word, you press once
637 the number of the set which contains the letter of the word you intend
638 to type, then move on to the next. For example, to type the command
639 'look', you should press 5665. As you gradually type the intended word's
640 numeric code, the dictionary is accessed for known words matching your
641 input up to that point. As you press more keys, the prediction converges
642 to the correct word. This is why the printed word may change
643 dramatically between key presses. There exist situations though where
644 more than one words share the same numeric representation. For example
645 the words 'quit' and 'suit' map to the same number, namely 7848. In
646 these cases the (#)next button lights up. By pressing it, you can cycle
647 through the list of words sharing the same code and finally accept the
648 correct one by pressing (0)space or the Ok button.
650 The second input method (123) is the numeric input: Each key you press
651 is entered verbatim as a number.
653 The third input method (Abc) is the Multi-tap Alpha input mode. This
654 mode is intended for entering free text, without assistance from the
655 dictionary scheme of predictive (Pre) mode. The text is entered one
656 letter at the time. For each letter first press the number of the set
657 which contains the letter you want, then use the (#)next button to cycle
658 through the letters and repeat with another number. For example, to
659 enter the word 'look' you must press the following: 5##6##6##5#
661 The dialog is fully usable with the mouse, but a few provisions have
662 been made in some ScummVM ports to make its use more comfortable by
663 naturally mapping the functionality to the numeric keypad. Also, the
664 dialog's buttons can be navigated with the arrow and the enter keys.
667 3.16) Mickey's Space Adventure notes:
668 ----- -------------------------------
669 To run Mickey's Space Adventure under ScummVM, the original executable
670 of the game (mickey.exe) is needed together with the game's data files.
672 There is extensive mouse support for the game under ScummVM, even though
673 there wasn't any mouse support in the original game. Menu items can be
674 selected using the mouse, and it is possible to move to other locations
675 using the mouse as well. When the mouse cursor is hovered on the edges
676 of the screen, it changes color to red if it is possible to walk towards
677 that direction. The player can then simply click on the edges of the
678 game's screen to change location, similar to many adventure games, which
679 is simpler and more straightforward than moving around using the menu.
682 3.17) Winnie the Pooh notes:
683 ----- ----------------------
684 It is possible to import saved games from the original interpreter of the
687 There is extensive mouse support for the game under ScummVM, even though
688 there wasn't any mouse support in the original game. Menu items can be
689 selected using the mouse, and it is possible to move to other locations
690 using the mouse as well. When the mouse cursor is hovered on the edges
691 of the screen, it changes color to red if it is possible to walk towards
692 that direction. The player can then simply click on the edges of the
693 game's screen to change location, similar to many adventure games, which
694 is simpler and more straightforward than moving around using the menu.
697 3.18) Troll's Tale notes:
698 ----- -------------------
699 The original game came in a PC booter disk, therefore it is necessary to
700 dump the contents of that disk in an image file and name it "troll.img"
701 to be able to play the game under ScummVM.
704 3.19) Known Problems:
705 ----- ---------------
706 This release has the following known problems. There is no need to
707 report them, although patches to fix them are welcome. If you discover a
708 bug that is not listed here, nor in the compatibility list on the web
709 site, please see the section on reporting bugs.
712 - When playing games that use CD Audio (FM-TOWNS games, Loom CD, etc)
713 users of Microsoft Windows 2000/XP may experience random crashes.
714 This is due to a long-standing Windows bug, resulting in corrupt
715 game files being read from the CD. Please copy the game data to
716 your hard disk to avoid this.
719 - The Kanji versions require the FM-TOWNS Font ROM
720 - ScummVM will crash randomly when using the FM-TOWNS Font ROM for
721 the Kanji versions of the following games:
722 The Secret of Monkey Island, Monkey Island 2: LeChuck's Revenge
723 and Indiana Jones and the Fate of Atlantis
726 - Turning off the subtitles via the config file does not work reliably
727 as the Loom scripts automatically turn them on again
728 - MIDI support in the EGA version requires the Roland update from
731 The Secret of Monkey Island:
732 - MIDI support in the EGA version requires the Roland update from
736 - Amiga versions aren't supported
737 - Floppy demos aren't supported
738 - Not a bug: CD version is missing speech for some dialogs, this is
741 Elvira - Mistress of the Dark
742 - No music in the Atari ST version
744 Elvira II - The Jaws of Cerberus
745 - No music in the Atari ST version
746 - No sound effects in the PC version
747 - Palette issues in the Atari ST version
749 Inherit the Earth: Quest for the Orb
750 - Amiga versions aren't supported
752 Simon the Sorcerer 1:
753 - Subtitles aren't available in the English and German CD versions
754 as they are missing the majority of subtitles.
756 Simon the Sorcerer 2:
757 - Combined speech and subtitles will often cause speech to be
758 cut off early, this is a limitation of the original game.
759 - Only default language (English) of data files is supported
760 in Amiga and Macintosh versions.
762 Simon the Sorcerer's Puzzle Pack:
763 - No support for displaying, entering, loading or saving high scores.
764 - No support for displaying explanation, when clicking on items in
768 - Subtitles are often incomplete, they were always disabled in the
771 The Legend of Kyrandia:
772 - Amiga versions aren't supported
774 Humongous Entertainment games:
775 - Only the original load and save interface can be used.
776 - No support for printing images
779 4.0) Supported Platforms:
780 ---- --------------------
781 ScummVM has been ported to run on many platforms and operating systems.
782 Links to these ports can be found either on the ScummVM web page or by a
783 Google search. Many thanks to our porters for their efforts. If you have
784 a port of ScummVM and wish to commit it into the main SVN, feel free to
787 Supported platforms include (but are not limited to):
789 UNIX (Linux, Solaris, IRIX, *BSD)
791 Windows CE and Windows Mobile (including Smartphones and PocketPCs)
796 iPhone (also includes the iPod Touch)
803 Maemo (Nokia Internet tablets 770, N800, N810)
805 The Dreamcast port does not support The Curse of Monkey Island, nor The
806 Dig. The PalmOS port does not support The Curse of Monkey Island,
807 Beneath a Steel Sky, nor either Simon the Sorcerer 1 or 2. The Dig will
808 only work on some Palm devices (those with a large dynamic heap). The
809 Nintendo DS port does not support Full Throttle, The Dig, or The Curse
812 In the Macintosh port, the right mouse button is emulated via Cmd-Click
813 (that is, you click the mouse button while holding the
814 Command/Apple/Propeller key).
816 There are unofficial ports to a variety of platforms, including the
817 PlayStation 3, Xbox, and Xbox 360. Please note that these are not made
818 by us, so we neither endorse nor can we support them. Use at your own
822 5.0) Running ScummVM:
823 ---- ----------------
824 Please note that by default, ScummVM will save games in the directory it
825 is executed from, so you should refrain from running it from more than
826 one location. Further information, including how to specify a specific
827 save directory to avoid this issue, are in section 6.0.
829 ScummVM can be launched directly by running the executable. In this
830 case, the built-in launcher will activate. From this, you can add games
831 (click 'Add Game'), or launch games which have already been configured.
832 Games can also be added in mass quantities. By pressing shift + 'Add
833 Game' (Note that the image turns to 'Mass Add'), you can then specify a
834 directory to start in, and ScummVM will attempt to detect games in all
835 subdirectories of that directory.
837 ScummVM can also be launched into a game directly using Command Line
838 arguments -- see the next section.
841 5.1) Command Line Options:
842 ---- ---------------------
844 Usage: scummvm [OPTIONS]... [GAME]
846 [GAME] Short name of game to load. For example, 'monkey'
847 for Monkey Island. This can be either a built-in
848 gameid, or a user configured target.
850 -v, --version Display ScummVM version information and exit
851 -h, --help Display a brief help text and exit
852 -z, --list-games Display list of supported games and exit
853 -t, --list-targets Display list of configured targets and exit
854 --list-saves=TARGET Display a list of savegames for the game (TARGET) specified
856 -c, --config=CONFIG Use alternate configuration file
857 -p, --path=PATH Path to where the game is installed
858 -x, --save-slot[=NUM] Savegame slot to load (default: autosave)
859 -f, --fullscreen Force full-screen mode
860 -F, --no-fullscreen Force windowed mode
861 -g, --gfx-mode=MODE Select graphics scaler (see also section 5.3)
862 --gui-theme=THEME Select GUI theme (default, modern, classic)
863 --themepath=PATH Path to where GUI themes are stored
864 --list-themes Display list of all usable GUI themes
865 -e, --music-driver=MODE Select music driver (see also section 7.0)
866 -q, --language=LANG Select language (see also section 5.2)
867 -m, --music-volume=NUM Set the music volume, 0-255 (default: 192)
868 -s, --sfx-volume=NUM Set the sfx volume, 0-255 (default: 192)
869 -r, --speech-volume=NUM Set the voice volume, 0-255 (default: 192)
870 --midi-gain=NUM Set the gain for MIDI playback, 0-1000 (default: 100)
871 (only supported by some MIDI drivers)
872 -n, --subtitles Enable subtitles (use with games that have voice)
873 -b, --boot-param=NUM Pass number to the boot script (boot param)
874 -d, --debuglevel=NUM Set debug verbosity level
875 --debugflags=FLAGS Enable engine specific debug flags
876 (separated by commas)
877 -u, --dump-scripts Enable script dumping if a directory called 'dumps'
878 exists in the current directory
880 --cdrom=NUM CD drive to play CD audio from (default: 0 = first
882 --joystick[=NUM] Enable joystick input (default: 0 = first joystick)
883 --platform=WORD Specify platform of game (allowed values: 2gs, 3do,
884 acorn, amiga, atari, c64, fmtowns, mac, nes, pc,
885 pce, segacd, windows)
886 --savepath=PATH Path to where savegames are stored
887 --extrapath=PATH Extra path to additional game data
888 --soundfont=FILE Select the SoundFont for MIDI playback (Only
889 supported by some MIDI drivers)
890 --multi-midi Enable combination of AdLib and native MIDI
891 --native-mt32 True Roland MT-32 (disable GM emulation)
892 --enable-gs Enable Roland GS mode for MIDI playback
893 --output-rate=RATE Select output sample rate in Hz (e.g. 22050)
894 --opl-driver=DRIVER Select AdLib (OPL) emulator (db, mame)
895 --aspect-ratio Enable aspect ratio correction
896 --render-mode=MODE Enable additional render modes (cga, ega, hercGreen,
899 --alt-intro Use alternative intro for CD versions of Beneath a
900 Steel Sky and Flight of the Amazon Queen
901 --copy-protection Enable copy protection in games, when
902 ScummVM disables it by default.
903 --talkspeed=NUM Set talk delay for SCUMM games, or talk speed for
904 other games (default: 60)
905 --demo-mode Start demo mode of Maniac Mansion (Classic version)
906 --tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games
910 The meaning of most long options (that is, those options starting with a
911 double-dash) can be inverted by prefixing them with "no-". For example,
912 --no-aspect-ratio will turn aspect ratio correction off. This is useful
913 if you want to override a setting in the configuration file.
915 The short game name ('game target') you see at the end of the command
916 line specifies which game is started. It either corresponds to an
917 arbitrary user defined target (from the configuration file), or to a
918 built-in gameid. A brief list of the latter can be found in section 3.0.
922 Running Monkey Island, fullscreen, from a hard disk:
923 C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
924 Running Full Throttle from CD, fullscreen and with subtitles enabled:
925 C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
928 Running Monkey Island, fullscreen, from a hard disk:
929 /path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
930 Running Full Throttle from CD, fullscreen and with subtitles enabled:
931 /path/to/scummvm -f -n -p/cdrom/resource/ ft
934 5.2) Language options:
935 ---- -----------------
936 ScummVM includes a language option for Maniac Mansion, Zak McKracken,
937 The Dig, The Curse of Monkey Island, Beneath a Steel Sky, Broken Sword 1
938 and Simon the Sorcerer 1 and 2.
940 Note that with the exception of Beneath a Steel Sky, Broken Sword 1,
941 multilanguage versions of Goblins games and Nippon Safes Inc., using
942 this option does *not* change the language of the game (which usually is
943 hardcoded), but rather is only used to select the appropriate font (e.g.
944 for a German version of a game, one containing umlauts).
946 An exception are The Dig and The Curse of Monkey Island -- non-English
947 versions can be set to 'English.' This however only affects subtitles;
948 game speech will remain the same.
950 Maniac Mansion and Zak McKracken
951 en - English (default)
962 The Curse of Monkey Island
963 en - English (default)
974 gb - English (Great Britain) (default)
984 en - English (default)
992 Simon the Sorcerer 1 and 2
993 en - English (default)
1003 5.3) Graphics filters:
1004 ---- -----------------
1005 ScummVM offers several anti-aliasing filters to attempt to improve
1006 visual quality. These are the same filters used in many other emulators,
1007 such as MAME. These filters take the original game graphics, and scale
1008 it by a certain fixed factor (usually 2x or 3x) before displaying them
1009 to you. So for example, if the game originally run at a resolution of
1010 320x200 (typical for most of the SCUMM games), then using a filter with
1011 scale factor 2x will effectively yield 640x400 graphics. Likewise with a
1012 3x filter you will get 960x600.
1015 1x - No filtering, no scaling. Fastest.
1016 2x - No filtering, factor 2x (default for non 640x480 games).
1017 3x - No filtering, factor 3x.
1018 2xsai - 2xSAI filter, factor 2x.
1019 super2xsai - Enhanced 2xSAI filtering, factor 2x.
1020 supereagle - Less blurry than 2xSAI, but slower. Factor 2x.
1021 advmame2x - Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
1022 advmame3x - Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
1023 hq2x - Very nice high quality filter but slow. Factor 2x.
1024 hq3x - Very nice high quality filter but slow. Factor 3x.
1025 tv2x - Interlace filter, tries to emulate a TV. Factor 2x.
1026 dotmatrix - Dot matrix effect. Factor 2x.
1028 To select a graphics filter, pass its name via the '-g' option to
1029 scummvm, for example:
1031 scummvm -gadvmame2x monkey2
1033 Note #1: Not all backends support all (or even any) of the filters
1034 listed above; some may support additional ones. The filters listed above
1035 are those supported by the default SDL backend.
1037 Note #2: Filters can be very slow when ScummVM is compiled in a debug
1038 configuration without optimizations. And there is always a speed impact
1039 when using any form of anti-aliasing/linear filtering.
1041 Note #3: The FM-TOWNS version of Zak McKracken uses an original
1042 resolution of 320x240, hence for this game scalers will scale to 640x480
1043 or 960x720. Likewise, games that originally were using 640x480 (such as
1044 Curse of Monkey Island or Broken Sword) will be scaled to 1280x960 and
1050 The Global Menu is a general menu which is available to all of the game
1051 engines by pressing Ctrl-F5. From this menu there are the following
1052 buttons: Resume, Options, About, Return to Launcher, and Quit. Selecting
1053 'Options' will display a dialog where basic audio settings, such as
1054 volume levels, can be adjusted. Selecting 'Return to Launcher' will
1055 close the current game and return the user back to the ScummVM Launcher,
1056 where another game may be selected to play.
1058 Note: Returning to the Launcher is not supported by all of the engines,
1059 and the button will be disabled in the Global Menu if it is not
1062 Engines which currently support returning to the Launcher are:
1085 TODO: Rework this section to clearly state which hotkeys are implemented in *all*
1086 TODO games (and for which backends).
1087 TODO: It would also be nice to add information about control on devices w/o a keyboard;
1088 TODO I.e. document how input on DC, DS, PSP, PS2, PalmOS, WinCE, ... works for each game
1089 TODO Or at the very least give points as to were one can read up on these.
1092 ScummVM supports various in-game hotkeys. They differ between SCUMM games and
1096 Ctrl-F5 - Displays the Global Menu
1097 Cmd-q - Quit (Mac OS X)
1098 Ctrl-q - Quit (other unices including Linux)
1099 Ctrl-z OR Alt-x - Quit (other platforms)
1100 Ctrl-u - Mute all sounds
1101 Ctrl-m - Toggle mouse capture
1102 Ctrl-Alt 1-8 - Switch between graphics filters
1103 Ctrl-Alt + and - - Increase/Decrease the scale factor
1104 Ctrl-Alt a - Toggle aspect-ratio correction on/off
1105 Most of the games use a 320x200 pixel
1106 resolution, which may look squashed on
1107 modern monitors. Aspect-ratio correction
1108 stretches the image to use 320x240 pixels
1109 instead, or a multiple thereof
1110 Alt-Enter - Toggles full screen/windowed
1111 Alt-s - Make a screenshot (SDL backend only)
1114 Ctrl 0-9 and Alt 0-9 - Load and save game state
1115 Ctrl-d - Starts the debugger
1116 Ctrl-f - Toggle fast mode
1117 Ctrl-g - Runs in really REALLY fast mode
1118 Ctrl-t - Switch between 'Speech only',
1119 'Speech and Subtitles' and 'Subtitles only'
1120 Tilde (~) - Show/hide the debugging console
1121 [ and ] - Music volume, down/up
1122 - and + - Text speed, slower/faster
1123 F5 - Displays a save/load box
1124 Alt-F5 - Displays the original save/load box, if the
1125 game has one. You can save and load games using
1126 using this, however it is not intended for this
1127 purpose, and may even crash ScummVM in some
1129 i - Displays IQ points (Indiana Jones and the Last
1130 Crusade, and Indiana Jones and the Fate of
1133 Period (.) - Skips current line of text in some games
1134 Enter - Simulate left mouse button press
1135 Tab - Simulate right mouse button press
1137 Beneath a Steel Sky:
1138 Ctrl-d - Starts the debugger
1139 Ctrl-f - Toggle fast mode
1140 Ctrl-g - Runs in really REALLY fast mode
1141 F5 - Displays a save/load box
1142 Escape - Skips the game intro
1143 Period (.) - Skips current line of text
1146 F5 or Escape - Displays save/load box
1149 Ctrl-d - Starts the debugger
1150 Ctrl-f - Toggle fast mode
1153 Flight of the Amazon Queen:
1154 Ctrl-d - Starts the debugger
1155 Ctrl-f - Toggle fast mode
1156 F1 - Use Journal (saving/loading)
1159 Escape - Skips cutscenes
1160 Space - Skips current line of text
1169 F9 - "Activate" menu
1171 Escape - Bring on command menu
1174 Ctrl-d - Starts the debugger
1178 Simon the Sorcerer 1 and 2:
1179 Ctrl 0-9 and Alt 0-9 - Load and save game state
1180 Ctrl-d - Starts the debugger
1181 Ctrl-f - Toggle fast mode
1182 F1 - F3 - Text speed, faster - slower
1183 F10 - Shows all characters and objects you can
1185 Escape - Skip cutscenes
1186 - and + - Music volume, down/up
1188 s - Sound effects on/off
1189 b - Background sounds on/off
1190 [Simon the Sorcerer 2 only]
1192 t - Switch between speech and subtitles
1193 v - Switch between subtitles only and
1194 combined speech and subtitles
1195 [Simon the Sorcerer 2 only]
1197 Simon the Sorcerer's Puzzle Pack
1198 Ctrl-d - Starts the debugger
1199 Ctrl-f - Toggle fast mode
1200 F12 - High speed mode on/off in Swampy Adventures
1201 - and + - Music volume, down/up
1203 s - Sound effects on/off
1207 Ctrl-d - Starts the debugger
1208 Ctrl-f - Toggle fast mode
1209 F7 - Switch characters
1210 F9 - Hitbox names on/off
1211 s - Sound effects on/off
1213 t - Switch between speech and subtitles
1214 v - Switch between subtitles only and
1215 combined speech and subtitles
1217 The Legend of Kyrandia:
1218 Ctrl 0-9 and Alt 0-9 - Load and save game state
1219 Ctrl-d - Starts the debugger
1221 Touche: The Adventures of the Fifth Musketeer:
1222 Ctrl-f - Toggle fast mode
1223 F5 - Displays options
1224 F9 - Turn fast walk mode on
1225 F10 - Turn fast walk mode off
1227 Space - Skips current line of text
1228 t - Switch between 'Voice only',
1229 'Voice and Text' and 'Text only'
1231 Note that using Ctrl-f or Ctrl-g is not recommended: games can crash
1232 when being run faster than their normal speed, as scripts will lose
1235 Note for WinCE users: Due to the limited keyboard input in most devices,
1236 a small subset of these hot keys are supported via key remapping and/or
1237 panel actions. Please consult the README-WinCE.txt file.
1242 Savegames are by default put in the current directory on some platforms
1243 and preset directories on others. You can specify the save in the
1244 config file by setting the savepath parameter. See the example config
1245 file later in this README.
1247 The platforms that currently have a different default directory are:
1248 Mac OS X: $HOME/Documents/ScummVM Savegames/
1249 Other unices: $HOME/.scummvm/
1254 For some games, (namely "Beneath a Steel Sky", "Flight of the Amazon
1255 Queen", all AGI games, and all SCUMM games), ScummVM will by default
1256 automatically save the current state every five minutes (adjustable via
1257 the "autosave_period" config setting). For the AGI and SCUMM engines, it
1258 will save in Slot 0. For the SCUMM engine, this savestate can then be
1259 loaded again via Ctrl-0, or the F5 menu.
1262 6.2) Converting Savegames:
1263 ---- ---------------------
1264 Using savegames from original versions, isn't supported by all game
1265 engines. Only the following games, can use savegames from their original
1269 - Add 8 bytes (savegame name) to the start of the savegame file
1270 - Rename the savegame to 'elvira1.xxx'
1273 - Add 8 bytes (savegame name) to the start of the savegame file
1274 - Rename the savegame to 'elvira2-pc.xxx' (DOS version) or
1275 'elvira2.xxx' (Other versions)
1278 - Add 8 bytes (savegame name) to the start of the savegame file
1279 - Rename the savegame to 'waxworks-pc.xxx' (DOS version) or
1280 'waxworks.xxx' (Other versions)
1282 Simon the Sorcerer 1
1283 - Rename the savegame to 'simon1.xxx'
1285 Simon the Sorcerer 2
1286 - Rename the savegame to 'simon2.xxx'
1289 - Rename the savegame to 'feeble.xxx'
1291 Where 'xxx' is exact the saved game slot (ie 001) under ScummVM
1294 6.3) Viewing/Loading savegames from the command line:
1295 ---- ------------------------------------------------
1299 This switch may be used to display a list of the current savegames
1300 of the specified target game and their corresponding save slots.
1302 Usage: --list-saves=[TARGET], where [TARGET] is the target game.
1304 Engines which currently support --list-saves are:
1325 This switch may be used to load a savegame directly from the command line.
1327 Usage: --save-slot[SLOT] or -x[SLOT], where [SLOT] is the save slot number.
1329 Engines which currently support --save-slot/-x are:
1347 7.0) Music and Sound:
1348 ---- ----------------
1349 On most operating systems and for most games, ScummVM will by default
1350 use AdLib emulation for music playback. MIDI may not be available on all
1351 operating systems or may need manual configuration. If you want to use
1352 MIDI, you have several different choices of output, depending on your
1353 operating system and configuration.
1355 null - Null output. Don't play any music.
1357 adlib - Internal AdLib emulation (default)
1358 fluidsynth - FluidSynth MIDI emulation
1359 mt32 - Internal MT-32 emulation
1360 pcjr - Internal PCjr emulation (only usable in SCUMM games)
1361 pcspk - Internal PC Speaker emulation
1362 towns - Internal FM-TOWNS YM2612 emulation
1363 (only usable in SCUMM FM-TOWNS games)
1365 alsa - Output using ALSA sequencer device. See below.
1366 core - CoreAudio sound, for Mac OS X users.
1367 coremidi - CoreMIDI sound, for Mac OS X users. Use only if you have
1368 a hardware MIDI synthesizer.
1369 qt - Quicktime sound, for Macintosh users.
1370 seq - Use /dev/sequencer for MIDI, *nix users. See below.
1371 timidity - Connect to TiMidity++ MIDI server. See below.
1372 windows - Windows MIDI. Uses built-in sequencer, for Windows users
1374 To select a sound driver, select it in the Launcher, or pass its name
1375 via the '-e' option to scummvm, for example:
1377 scummvm -eadlib monkey2
1380 7.1) Playing sound with AdLib emulation:
1381 ---- -----------------------------------
1382 By default an AdLib card will be emulated and ScummVM will output the
1383 music as sampled waves. This is the default mode for most games, and
1384 offers the best compatibility between machines and games.
1387 7.2) Playing sound with FluidSynth MIDI emulation:
1388 ---- ----------------------------------------------
1389 If ScummVM was build with libfluidsynth support it will be able to play
1390 MIDI music through the FluidSynth driver. You will have to specify a
1391 SoundFont to use, however.
1393 Since the default output volume from FluidSynth can be fairly low,
1394 ScummVM will set the gain by default to get a stronger signal. This can
1395 be further adjusted using the --midi-gain command-line option, or the
1396 "midi_gain" config file setting.
1398 The setting can take any value from 0 through 1000, with the default
1399 being 100. (This corresponds to FluidSynth's gain settings of 0.0
1400 through 10.0, which are presumably measured in decibel.)
1402 NOTE: The processor requirements for FluidSynth can be fairly high in
1403 some cases. A fast CPU is recommended.
1406 7.3) Playing sound with MT-32 emulation:
1407 ---- -----------------------------------
1408 Some games which contain MIDI music data also have improved tracks
1409 designed for the MT-32 sound module. ScummVM can now emulate this
1410 device, however you must provide original MT-32 ROMs to make it work:
1412 MT32_PCM.ROM - IC21 (512KB)
1413 MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise
1415 Place these ROMs in the game directory, in your extrapath, or in the
1416 directory where your ScummVM executable resides.
1418 You don't need to specify --native-mt32 with this driver, as it
1419 automatically gets turned on.
1421 NOTE: The processor requirements for the emulator are quite high; a fast
1422 CPU is strongly recommended.
1425 7.4) Playing sound with MIDI emulation:
1426 ---- ----------------------------------
1427 Some games (such as Sam & Max) only contain MIDI music data. This once
1428 prevented music for these games from working on platforms that do not
1429 support MIDI, or soundcards that do not provide MIDI drivers (e.g. many
1430 soundcards will not play MIDI under Linux). ScummVM can now emulate MIDI
1431 mode using sampled waves and AdLib, FluidSynth MIDI emulation or MT-32
1432 emulation using the -eadlib, -efluidsynth or -emt32 options
1433 respectively. However, if you are capable of using native MIDI, we
1434 recommend using one of the MIDI modes below for best sound.
1437 7.5) Playing sound with Native MIDI:
1438 ---- -------------------------------
1439 Use the appropriate -e<mode> command line option from the list above to
1440 select your preferred MIDI device. For example, if you wish to use the
1441 Windows MIDI driver, use the -ewindows option.
1444 7.5.1) Using MIDI options to customize Native MIDI output:
1445 ------ ---------------------------------------------------
1446 ScummVM supports a variety of MIDI modes, depending on the capabilities
1447 of your MIDI device.
1449 If --native-mt32 is specified, ScummVM will treat your device as a real
1450 MT-32. Because the instrument mappings and system exclusive commands of
1451 the MT-32 vary from those of General MIDI devices, you should only
1452 enable this option if you are using an actual Roland MT-32, LAPC-I,
1453 CM-64, CM-32L, CM-500, or GS device with an MT-32 map.
1455 If --enable-gs is specified, ScummVM will initialize your GS-compatible
1456 device with settings that mimic the MT-32's reverb, (lack of) chorus,
1457 pitch bend sensitivity, etc. If it is specified in conjunction with
1458 --native-mt32, ScummVM will select the MT-32-compatible map and drumset
1459 on your GS device. This setting works better than default GM or GS
1460 emulation with games that do not have custom instrument mappings (Loom
1461 and Monkey1). You should only specify both settings if you are using a
1462 GS device that has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro,
1463 SC-8820, SC-8850, etc. Please note that --enable-gs is automatically
1464 disabled in both DOTT and Samnmax, since they use General MIDI natively.
1466 If neither of the above settings is enabled, ScummVM will initialize
1467 your device in General MIDI mode and use GM emulation in games with
1470 Some games contain sound effects that are exclusive to the AdLib
1471 soundtrack. For these games, you may wish to specify --multi-midi in
1472 order to combine MIDI music with AdLib sound effects.
1475 7.6) Playing sound with Sequencer MIDI: [UNIX ONLY]
1476 ---- ----------------------------------
1477 If your soundcard driver supports a sequencer, you may set the environment
1478 variable "SCUMMVM_MIDI" to your sequencer device -- for example, to
1481 If you have problems with not hearing audio in this configuration, it is
1482 possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2.
1483 This selects the port on the selected sequencer to use. Then start
1484 scummvm with the -eseq parameter. This should work on several cards, and
1485 may offer better performance and quality than AdLib emulation. However,
1486 for those systems where sequencer support does not work, you can always
1487 fall back on AdLib emulation.
1490 7.6.1) Playing sound with ALSA sequencer: [UNIX ONLY]
1491 ------ ----------------------------------
1492 If you have installed the ALSA driver with the sequencer support, then
1493 set the environment variable SCUMMVM_PORT or the config file parameter
1494 alsa_port to your sequencer port. The default is to try both "65:0" and
1497 Here is a little howto on how to use the ALSA sequencer with your
1498 soundcard. In all cases, to have a list of all the sequencer ports you
1499 have, try the command "aconnect -o -l". This should give output similar
1502 client 14: 'Midi Through' [type=kernel]
1503 0 'Midi Through Port-0'
1504 client 16: 'SBLive! Value [CT4832]' [type=kernel]
1505 0 'EMU10K1 MPU-401 (UART)'
1506 client 17: 'Emu10k1 WaveTable' [type=kernel]
1511 client 128: 'TiMidity' [type=user]
1512 0 'TiMidity port 0 '
1513 1 'TiMidity port 1 '
1514 2 'TiMidity port 2 '
1515 3 'TiMidity port 3 '
1517 The most important bit here is that there are four WaveTable MIDI
1518 outputs located at 17:0, 17:1, 17:2 and 17:3, and four TiMidity ports
1519 located at 128:0, 128:1, 128:2 and 128:3.
1521 If you have a FM-chip on your card, like the SB16, then you have to load
1522 the SoundFonts using the sbiload software. Example:
1524 sbiload -p 17:0 /etc/std.o3 /etc/drums.o3
1526 If you have a WaveTable capable sound card, you have to load a sbk or
1527 sf2 SoundFont using the sfxload or asfxload software. Example:
1529 sfxload /path/to/8mbgmsfx.sf2
1531 If you don't have a MIDI capable soundcard, there are two options:
1532 FluidSynth and TiMidity. We recommend FluidSynth, as on many systems
1533 TiMidity will 'lag' behind music. This is very noticeable in
1534 iMUSE-enabled games, which use fast and dynamic music transitions.
1535 Running TiMidity as root will allow it to setup real time priority,
1536 which may reduce music lag.
1538 Asking TiMidity to become an ALSA sequencer:
1540 timidity -iAqqq -B2,8 -Os1S -s 44100 &
1542 (If you get distorted output with this setting, you can try dropping the
1543 -B2,8 or changing the value.)
1545 Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
1547 fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
1549 Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l'
1550 command as described earlier in this section.
1553 7.6.2) Playing sound with IRIX dmedia sequencer: [UNIX ONLY]
1554 ---- ------------------------------------------
1555 If you are using IRIX, driver with the sequencer support, you can
1556 set the environment variable SCUMMVM_PORT or the config file parameter
1557 dmedia_port to your sequencer port. The default is to use the first port.
1559 To get a list of configured midi interfaces on your system, run startmidi
1560 without parameters. Example output:
1562 2 MIDI interfaces configured:
1566 In this example, you can configure ScummVM to use the "Software Synth"
1567 instead of the default "Serial Port 2" by adding a line
1569 dmedia_port=Software Synth
1571 to your configuration file in the section [scummvm], or setting
1572 SCUMMVM_PORT=Software Synth in your environment.
1575 7.7) Using TiMidity++ MIDI server:
1576 ---- -----------------------------
1577 If you system lacks any MIDI sequencer, but you still want better MIDI
1578 quality than default AdLib emulation can offer, you can try TiMidity++
1579 MIDI server. See http://timidity.sourceforge.net/ for download and
1580 install instructions.
1582 First, you need to start a daemon:
1586 Now you can start scummvm and try selection TiMidity music output. By
1587 default, it will connect to localhost:7777, but you can change host/port
1588 by defining "TIMIDITY_HOST" environment variable.
1591 7.8) Using compressed audio files
1592 ---- ----------------------------
1594 7.8.0) Using MP3 files for CD audio:
1595 ------ -----------------------------
1596 Use LAME or some other MP3 encoder to rip the cd audio tracks to files.
1597 Name the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with
1598 MAD support to use this option. You will need to rip the file from the
1599 CD as a WAV file, then encode the MP3 files in constant bit rate. This
1600 can be done with the following LAME command line:
1602 lame -t -q 0 -b 96 track1.wav track1.mp3
1605 7.8.1) Using Ogg Vorbis files for CD audio:
1606 ------ ------------------------------------
1607 Use oggenc or some other vorbis encoder to encode the audio tracks to
1608 files. Name the files track1.ogg track2.ogg etc. ScummVM must be
1609 compiled with vorbis support to use this option. You will need to rip
1610 the files from the CD as a WAV file, then encode the vorbis files. This
1611 can be done with the following oggenc command line with the value after
1612 q specifying the desired quality from 0 to 10:
1614 oggenc -q 5 track1.wav
1617 7.8.2) Using Flac files for CD audio:
1618 ------ ------------------------------------
1619 Use flac or some other flac encoder to encode the audio tracks to files.
1620 Name the files track1.flac track2.flac etc. In your filesystem only
1621 allows three letter extensions, name the files track1.fla track2.fla
1622 etc. ScummVM must be compiled with flac support to use this option. You
1623 will need to rip the files from the CD as a WAV file, then encode the
1624 flac files. This can be done with the following flac command line:
1626 flac --best track1.wav
1628 Remember that the quality is always the same, varying encoder options
1629 will only affect the encoding time and resulting filesize.
1632 7.8.3) Compressing MONSTER.SOU with MP3:
1633 ------ ---------------------------------
1634 You need LAME, and our 'compress_scumm_sou' utility from the
1635 scummvm-tools package to perform this task, and ScummVM must be compiled
1638 compress_scumm_sou monster.sou
1640 Eventually you will have a much smaller monster.so3 file, copy this file
1641 to your game directory. You can safely remove the monster.sou file.
1644 7.8.4) Compressing MONSTER.SOU with Ogg Vorbis:
1645 ------ ----------------------------------------
1646 As above, but ScummVM must be compiled with OGG support. Run:
1648 compress_scumm_sou --vorbis monster.sou
1650 This should produce a smaller monster.sog file, which you should copy to
1651 your game directory. Ogg encoding may take a considerable longer amount
1652 of time than MP3, so have a good book handy.
1655 7.8.5) Compressing MONSTER.SOU with Flac:
1656 ------ ----------------------------------------
1657 As above, but ScummVM must be compiled with Flac support. Run:
1659 compress_scumm_sou --flac monster.sou
1661 This should produce a smaller monster.sof file, which you should copy to
1662 your game directory. Remember that the quality is always the same,
1663 varying encoder options will only affect the encoding time and resulting
1664 file size. Playing with the blocksize (-b <value>), has the biggest
1665 impact on the resulting file size -- 1152 seems to be a good value for
1666 those kind of soundfiles. Be sure to read the encoder documentation
1667 before you use other values.
1670 7.8.6) Compressing music/sfx/speech in AGOS games
1671 ------ -----------------------------------------------------------------
1672 Use our 'compress_agos' utility from the scummvm-tools package to
1673 perform this task. You can choose between multiple target formats, but
1674 note that you can only use each if ScummVM was compiled with the
1675 respective decoder support enabled.
1677 compress_agos effects (For Acorn CD version of Simon 1)
1678 compress_agos simon (For Acorn CD version of Simon 1)
1679 compress_agos effects.voc (For DOS CD version of Simon 1)
1680 compress_agos simon.voc (For DOS CD version of Simon 1)
1681 compress_agos simon.wav (For Windows CD version of Simon 1)
1682 compress_agos simon2.voc (For DOS CD version of Simon 2)
1683 compress_agos simon2.wav (For Windows CD version of Simon 2)
1684 compress_agos mac (For Macintosh version of Simon 2)
1686 compress_agos voices1.wav (For Windows 2CD/4CD version of Feeble)
1687 compress_agos voices2.wav (For Windows 2CD/4CD version of Feeble)
1688 compress_agos voices3.wav (For Windows 4CD version of Feeble)
1689 compress_agos voices4.wav (For Windows 4CD version of Feeble)
1691 compress_agos Music (For Windows version of Puzzle Pack)
1693 For Ogg Vorbis add --vorbis to the options, i.e.
1695 compress_agos --vorbis
1697 For Flac add --flac and optional parameters, i.e.
1699 compress_agos --flac
1701 Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy
1702 this file to your game directory. You can safely remove the old file.
1705 7.8.7) Compressing speech/music in Broken Sword 1
1706 ------ ------------------------------------------
1707 The 'compress_sword1' tool from the scummvm-tools package can encode
1708 music and speech to MP3 as well as Ogg Vorbis. The easiest way to encode
1709 the files is simply copying the executable into your BS1 directory
1710 (together with the lame encoder) and run it from there. This way, it
1711 will automatically encode everything to MP3. Afterwards, you can
1712 manually remove the SPEECH?.CLU files and the wave music files.
1714 Running "compress_sword1 --vorbis" will compress the files using Ogg
1715 Vorbis instead of MP3.
1717 Running "compress_sword1 --flac" will compress the files using Flac
1720 Use "compress_sword1 --help" to get a full list of the options.
1723 7.8.8) Compressing speech/music in Broken Sword 2
1724 ------ ------------------------------------------
1725 Use our 'compress_sword2' utility from the scummvm-tools package to
1726 perform this task. You can choose between multiple target formats, but
1727 note that you can only use each if ScummVM was compiled with the
1728 respective decoder support enabled.
1730 compress_sword2 speech1.clu
1731 compress_sword2 music1.clu
1733 For Ogg Vorbis add --vorbis to the options, i.e.
1735 compress_sword2 --vorbis
1737 Eventually you will have a much smaller *.cl3 or *.clg file, copy this
1738 file to your game directory. You can safely remove the old file.
1740 It is possible to use Flac compression by adding the --flac option.
1741 However, the resulting *.clf file will actually be larger than the
1744 Please note that compress_sword2 will only work with the four
1745 speech/music files in Broken Sword 2. It will not work with any of the
1746 other *.clu files, nor will it work with the speech files from Broken
1750 7.9) Output sample rate:
1751 ---- -------------------
1752 The output sample rate tells ScummVM how many sound samples to play per
1753 channel per second. There is much that could be said on this subject,
1754 but most of it would be irrelevant here. The short version is that for
1755 most games 22050 Hz is fine, but in some cases 44100 Hz is preferable.
1756 On extremely low-end systems you may want to use 11025 Hz, but it is
1757 unlikely that you have to worry about that.
1759 To elaborate, most of the sounds ScummVM has to play were sampled at
1760 either 22050 Hz or 11025 Hz. Using a higher sample rate will not
1761 magically improve the quality of these sounds. Hence, 22050 Hz is fine.
1763 Some games use CD audio. If you use compressed files for this, they are
1764 probably sampled at 44100 Hz, so for these games that may be a better
1765 choice of sample rate.
1767 When using the AdLib, FM Towns, PC Speaker or IBM PCjr music drivers,
1768 ScummVM is responsible for generating the samples. Usually 22050 Hz will
1769 be plenty for these, but there is at least one piece of AdLib music in
1770 Beneath a Steel Sky that will sound a lot better at 44100 Hz.
1772 Using frequencies in between is not recommended. For one thing, your
1773 sound card may not support it. In theory, ScummVM should fall back on a
1774 sensible frequency in that case, but don't count on it. More
1775 importantly, ScummVM has to resample all sounds to its output frequency.
1776 This is much easier to do well if the output frequency is a multiple of
1777 the original frequency.
1780 8.0) Configuration file:
1781 ---- -------------------
1782 By default, the configuration file is saved in, and loaded from:
1785 \Users\username\AppData\Roaming\ScummVM\scummvm.ini,
1788 \Documents and Settings\username\Application Data\ScummVM\scummvm.ini,
1791 <windir>\Profiles\username\Application Data\ScummVM\scummvm.ini,
1794 <windir>\scummvm.ini,
1796 If an earlier version of ScummVM was installed under Windows, the
1797 previous default location of '<windir>\scummvm.ini' will be kept.
1803 ~/Library/Preferences/ScummVM Preferences
1804 (here, ~ refers to your home directory)
1807 scummvm.ini in the current directory
1809 An example config file looks as follows:
1817 path=C:\games\SteelSky\
1822 path=C:\games\SteelSky\
1823 description=Beneath a Steel Sky w/ German subtitles
1827 path=C:\german\tentacle\
1828 description=German version of DOTT
1840 savepath=C:\loom\saves\
1844 music_driver=windows
1846 The following keywords are recognized:
1848 path string The path to where a game's data files are
1849 autosave_period number The seconds between autosaving (default: 300)
1850 save_slot number The savegame number to load on startup.
1851 savepath string The path to where a game will store its
1853 versioninfo string The version of the ScummVM that created the
1856 gameid string The real id of a game. Useful if you have
1857 several versions of the same game, and want
1858 different aliases for them. See the example.
1859 description string The description of the game as it will appear
1862 language string Specify language (en, us, de, fr, it, pt, es,
1863 jp, zh, kr, se, gb, hb, cz, ru)
1864 speech_mute bool If true, speech is muted
1865 subtitles bool Set to true to enable subtitles.
1866 talkspeed number Text delay in SCUMM games, or text speed in
1869 fullscreen bool Fullscreen mode
1870 aspect_ratio bool Enable aspect ratio correction
1871 gfx_mode string Graphics mode (normal, 2x, 3x, 2xsai,
1872 super2xsai, supereagle, advmame2x, advmame3x,
1873 hq2x, hq3x, tv2x, dotmatrix)
1875 confirm_exit bool Ask for confirmation by the user before quitting
1877 cdrom number Number of CD-ROM unit to use for audio. If
1878 negative, don't even try to access the CD-ROM.
1879 joystick_num number Number of joystick device to use for input
1880 music_driver string The music engine to use.
1881 opl_driver string The AdLib (OPL) emulator to use.
1882 output_rate number The output sample rate to use, in Hz. Sensible
1883 values are 11025, 22050 and 44100.
1884 alsa_port string Port to use for output when using the
1886 music_volume number The music volume setting (0-255)
1887 multi_midi bool If true, enable combination AdLib and native
1889 soundfont string The SoundFont to use for MIDI playback. (Only
1890 supported by some MIDI drivers.)
1891 native_mt32 bool If true, disable GM emulation and assume that
1892 there is a true Roland MT-32 available.
1893 enable_gs bool If true, enable Roland GS-specific features to
1894 enhance GM emulation. If native_mt32 is also
1895 true, the GS device will select an MT-32 map
1896 to play the correct instruments.
1897 sfx_volume number The sfx volume setting (0-255)
1898 tempo number The music tempo (50-200) (default: 100)
1899 speech_volume number The speech volume setting (0-255)
1900 midi_gain number The MIDI gain (0-1000) (default: 100) (Only
1901 supported by some MIDI drivers.)
1903 copy_protection bool Enable copy protection in certain games, in those
1904 cases where ScummVM disables it by default.
1905 demo_mode bool Start demo in Maniac Mansion
1906 alt_intro bool Use alternative intro for CD versions of
1907 Beneath a Steel Sky and Flight of the Amazon
1910 boot_param number Pass this number to the boot script
1912 Broken Sword 2 adds the following non-standard keywords:
1914 gfx_details number Graphics details setting (0-3)
1915 music_mute bool If true, music is muted
1916 object_labels bool If true, object labels are enabled
1917 reverse_stereo bool If true, stereo channels are reversed
1918 sfx_mute bool If true, sound effects are muted
1920 Flight of the Amazon Queen adds the following non-standard keywords:
1922 music_mute bool If true, music is muted
1923 sfx_mute bool If true, sound effects are muted
1925 Simon the Sorcerer 1 and 2 add the following non-standard keywords:
1927 music_mute bool If true, music is muted
1928 sfx_mute bool If true, sound effects are muted
1930 The Legend of Kyrandia adds the following non-standard keyword:
1932 walkspeed int The walk speed (0-4)
1937 For an up-to-date overview on how to compile ScummVM for various
1938 platforms, please consult our Wiki, in particular this page:
1939 http://wiki.scummvm.org/index.php/Compiling_ScummVM
1941 If you are compiling for Windows, Linux or Mac OS X, you need SDL-1.2.2
1942 or newer (older versions may work, but are unsupported), and a supported
1943 compiler. Several compilers, including GCC, mingw and recent versions of
1944 Microsoft Visual C++ are supported. If you wish to use MP3-compressed CD
1945 tracks or .SOU files, you will need to install the MAD library; likewise
1946 you will need the appropriate libraries for Ogg Vorbis and FLAC
1947 compressed sound. For MPEG2 support, libmpeg2 is required. For
1948 compressed save states, zlib is required.
1950 Some parts of ScummVM, particularly scalers, have highly optimized
1951 versions written in assembler. If you wish to use this option, you will
1952 need to install nasm assembler (see http://nasm.sf.net). Note, that
1953 currently we have only x86 MMX optimized versions, and they will not
1954 compile on other processors.
1956 On Win9x/NT/XP, you can define USE_WINDBG and attach WinDbg to browse
1957 debug messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
1961 * Type "./configure"
1962 * Type "make" (or "gmake", or "gnumake", depending on what GNU make is
1963 called on your system) and hopefully ScummVM will compile for you.
1964 * For more information refer to:
1965 http://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC
1967 http://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW
1969 Microsoft Visual C++ 6.0:
1970 * Open the workspace file "scummwm.dsw" in the "dists\msvc6" directory.
1971 * Enter the path to the needed libraries and includes in
1972 "Tools|Options|Directories".
1973 * Now it should compile successfully.
1974 * For more information refer to:
1975 http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
1977 Microsoft Visual C++ 7.0/8.0:
1978 * Open the solution file "scummwm.sln" in the "dists\msvc7"
1979 respectively "dists\msvc8" directory.
1980 * Enter the path to the needed libraries and includes in
1981 Tools|Options|Projects|VC++ Directories".
1982 * Now it should compile successfully.
1983 * For more information refer to:
1984 http://wiki.scummvm.org/index.php/Compiling_ScummVM/VS2005
1988 http://wiki.scummvm.org/index.php/Compiling_ScummVM/Windows_CE
1991 * Install the packages 'build-essential', 'fakeroot', 'debhelper',
1992 and 'libsdl1.2-dev' on your system.
1993 * Install any of these packages (optional): 'libvorbis-dev' (for Ogg
1994 Vorbis support), 'libasound2-dev' (for ALSA sequencer support),
1995 'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed
1998 * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
2001 * Make sure you have the developer tools installed.
2002 * The SDL developer package for OS X available on the SDL web site is
2003 _not_ suitable. Rather, you require a unix-style build of SDL. One
2004 way to get that is to install SDL via Fink (http://fink.sf.net).
2005 Alternatively you could compile SDL manually from source using its
2006 unix build system (configure && make).
2007 * Type "./configure" in the ScummVM directory.
2008 * You can now type 'make' to create a command line binary.
2009 * To get a version you can run from Finder, type 'make bundle' which
2010 will create ScummVM.app (this only works out of the box if you
2011 installed SDL into /sw (as happens if you are using Fink). If you
2012 have installed SDL in another way, you will have to edit ports.mk).
2013 * For more information refer to:
2014 http://wiki.scummvm.org/index.php/Compiling_ScummVM/MacOS_X_Crosscompiling
2016 AmigaOS 4 (Cross-compiling with Cygwin):
2017 * Make sure that you have SDL installed, you may also need
2018 libogg, libvorbis, libvorbisfile, zlib, libmad.
2019 * Type ./configure --host=ppc-amigaos
2020 * If you got an error about sdl-config, use --with-sdl-prefix
2021 parameter to set the path.
2022 * Check 'config.mk' file and if everything seems to be fine:
2024 * Cross-compiling with Linux may be as easy.
2028 http://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone
2031 * Get Scratchbox environment with Maemo 2.2 rootstrap (2.2 is for 770 and up)
2032 * Install libmad, Tremor, FLAC, libmpeg2 from source
2033 * patch scummvm source (some stuff is currently too dirty to be in svn directly)
2034 patch -p1 < backends/platform/maemo/scummvm-0.11.0-maemo.patch
2035 * go to backends/platform/maemo
2037 * run 'make scummvm'
2038 * create your debian/changelog in top directory
2039 * run 'make deb' in backends/platform/maemo
2041 ------------------------------------------------------------------------
2042 Good Luck and Happy Adventuring!
2044 http://www.scummvm.org/
2045 ------------------------------------------------------------------------