ScummVM README

Last updated: $Date: 2005/03/26 20:50:00 $

Release version: 0.7.1


For more information, compatibility lists, details on donating, the latest release, progress reports and more, please visit the ScummVM home page at: http://www.scummvm.org/

Table of Contents

  1. 1.0 About
  2. 2.0 Contacting
    1. 2.1 Reporting Bugs
  3. 3.0 Supported Games
    1. SCUMM Games
    2. Other Games
    3. 3.1 Copy Protection
    4. 3.2 Simon the Sorcerer 1 and 2 notes
    5. 3.3 Broken Sword notes
    6. 3.4 Flight of the Amazon Queen notes
    7. 3.5 Known Problems in ScummVM 0.7.1
      1. CD Audio Games
      2. Monkey Island 1 (EGA)
      3. Loom (EGA):
      4. Broken Sword 1
      5. Simon the Sorcerer 2
      6. FM-TOWNS versions
  4. 4.0 Supported Platforms
  5. 5.0 Running ScummVM
    1. 5.1 Command Line Options
    2. 5.2 Language options
      1. Maniac Mansion and Zak McKracken
      2. The Dig
      3. Curse of Monkey Island
      4. Beneath a Steel Sky
      5. Broken Sword 1
      6. Simon the Sorcerer: 1 & 2
    3. 5.3 Graphics filters
    4. 5.4 Hot Keys
      1. Common
      2. SCUMM
      3. Beneath a Steel Sky
      4. Broken Sword I
      5. Broken Sword II
      6. Flight of the Amazon Queen
      7. Simon the Sorcerer 1 & 2
    5. 5.5 Using data files from Macintosh game versions
    6. 5.6 Multi-CD Games
      1. 5.6.1 The Curse of Monkey Island
      2. 5.6.2 Broken Sword 1
      3. 5.6.3 Broken Sword 2
  6. 6.0 Savegames
    1. 6.1 Autosaves
  7. 7.0 Music and Sound
    1. 7.1 Playing sound with Adlib emulation
    2. 7.2 Playing sound with MT-32 emulation
    3. 7.3 Playing sound with MIDI emulation
    4. 7.4 Playing sound with Native MIDI
    5. 7.5.0 Playing sound with Sequencer MIDI [UNIX ONLY]
      1. 7.5.1 Playing sound with ALSA sequencer [UNIX ONLY]
      2. Asking TiMidity to become an ALSA sequencer:
      3. Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
    6. 7.6.0 Using MP3 files for CD audio
      1. 7.6.1 Using Ogg Vorbis files for CD audio
      2. 7.6.2 Using Flac files for CD audio
      3. 7.6.3 Compressing MONSTER.SOU with MP3
      4. 7.6.4 Compressing MONSTER.SOU with Ogg Vorbis
      5. 7.6.5 Compressing MONSTER.SOU with Flac
      6. 7.6.6 Compressing sfx/speech in Simon the Sorcerer 1 and 2
      7. 7.6.7 Compressing speech/music in Broken Sword 1
      8. 7.6.8 Compressing speech/music in Broken Sword 2
    7. 7.7 Output sample rate
  8. 8.0 Configuration file
  9. 9.0 Compiling
    1. GCC:
    2. Microsoft Visual C++ 6.0:
    3. Microsoft Visual C++ 7.0:
    4. Windows Mobile with Microsoft eMbedded Visual C++ 3 or 4 :
    5. Debian GNU/Linux:
    6. Mac OS X:

1.0 About

ScummVM is a collection of interpreters, capable of emulating several adventure game engines. ScummVM mainly supports games created using SCUMM (Script Creation Utility for Maniac Mansion), used in various LucasArts games such as Monkey Island, Day of the Tentacle, and others.

ScummVM also contains interpreters for several non-SCUMM games. Currently these are Beneath a Steel Sky, Broken Sword 1 & 2, Flight of the Amazon Queen and Simon the Sorcerer 1 & 2.

At this time ScummVM should be considered beta software, and is still under heavy development. Be aware that whilst we attempt to make sure that many games can be completed with few major bugs, crashes can happen.

If you enjoy ScummVM feel free to donate using the PayPal button on the ScummVM homepage. This will help us buy utilities needed to develop ScummVM easier and quicker. If you cannot donate, help and contribute a patch!

2.0 Contacting

The easiest way to contact the ScummVM team is by submitting bug reports or commenting in our forums. You can also join and e-mail the scummvm-devel mailing list, or chat with us on irc (#scummvm on irc.freenode.net) Please do not ask us to support an unsupported game, read our homepages FAQ first.

2.1 Reporting Bugs

To report a bug, please create a SourceForge account and follow the bugs link from our homepage. Please make sure the bug is reproducible, and still occurs in the latest daily build/current CVS version. Also check the known bugs list (below) and compatibility listing for that game, to ensure the issue is not already known.

Also do not report bugs on games that are not listed as being completable in the ”Supported Games section, or compatibility list. We -know- those games have bugs.

Please include the following information:

3.0 Supported Games

At the moment the following games have been reported to work, and should be playable to the end. However, this list generally applies to PC versions. Mac versions usually should work, too (with some exceptions for older games), and Amiga versions of games may work with the Amiga flag turned on but this is not always true.

SCUMM Games

Game Target
Maniac Mansion (Classic Version) maniac
Maniac Mansion (Enhanced Version) maniac
Zak McKracken (Classic Version) zak
Zak McKracken (Enhanced Version) zak
Indiana Jones & the Last Crusade (EGA) indy3ega
Indiana Jones & the Last Crusade (256) indy3
Indiana Jones & the Last Crusade (FM-TOWNS) indy3towns
Loom (16 color floppy version) loom
Loom (FM-TOWNS) loomtowns
Loom (256 color CD version) loomcd
Zak McKracken (FM-TOWNS) zaktowns
Monkey Island 1 (EGA) monkeyega
Monkey Island 1 (VGA) monkeyvga
Monkey Island 1 (CD) monkey/monkey1
Monkey Island 2 monkey2
Indiana Jones and the Fate of Atlantis atlantis
Day of the Tentacle tentacle
Sam & Max samnmax
The Dig dig
Full Throttle ft
Curse of Monkey Island comi
Fatty Bear's Birthday Surprise fbear
Fatty Bear's Fun Pack fbpack
Putt-Putt's Fun Pack funpack
Putt-Putt Goes To The Moon puttmoon
Putt-Putt Joins the Parade puttputt

Other Games

Game Target
Beneath a Steel Sky sky
Broken Sword I sword1
Broken Sword II sword2
Flight of the Amazon Queen queen
Simon the Sorcerer 1 simon1acorn/simon1dos/simon1talkie
Simon the Sorcerer 2 simon2dos/simon2talkie

The following games should load, but are not yet fully playable. Play these at your own risk, and please do not file bug reports about them. If you want the latest updates on game compatibility, visit our web site and view the compatibility chart.

Game Target
Freddi Fish 1: The Case of the Missing Kelp Seeds freddi
Freddi Fish 2: The Case of the Haunted Schoolhouse fredd2
Freddi Fish 3: The Case of the Stolen Conch Shell freddi3
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
Putt-Putt Saves the Zoo puttzoo
Putt-Putt Travels Through Time putttime

The following games are SCUMM engine, but NOT supported by ScummVM (yet).

Most Humongous Entertainment titles

Please be aware that the engine may contain bugs and unimplemented features that sometimes make it impossible to finish the game. Save often, and please file a bug report (instructions on submitting bug reports are below) 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 when LucasArts themselves bundled cracked interpreters with their own games — the data files still contain the copy protection scripts, but the interpreter bypasses them. There is no way for us to tell the difference between legitimate and pirated data files, so for the games where we know the original interpreter may have been cracked ScummVM will always have to bypass the copy protection.

At the time of writing, that includes the following games:

In some cases ScummVM will still show the copy protection screen. Try entering any answer. Chances are that it will work.

3.2 Simon the Sorcerer 1 and 2 notes

The current game targets are

Game Target
Simon the Sorcerer 1 for Acorn (CD) simon1acorn
Simon the Sorcerer 1 for DOS (Disk) simon1dos
Simon the Sorcerer 2 for DOS (Disk) simon2dos
Simon the Sorcerer 1 Talkie (DOS/Windows) simon1talkie
Simon the Sorcerer 2 Talkie (Amiga/DOS/Mac/Windows)Short Version simon2talkie

Also make sure that the platform setting is correct, since it is used to tell the difference between the various ports of the games.

If you have the dual version of Simon the Sorcerer 1 or 2 on CD, then you will find the Windows version in the main directory of CD and the DOS Talkie version in the DOS directory of the CD.

3.3 Broken Sword notes

Broken Sword 1 and 2 both come with in-game cutscenes compressed using RAD Game Tools legacy Smacker™ format. As RAD is unwilling to open the older legacy versions of this format to us, and have requested we not reverse engineer it, Revolution Software has kindly allowed us to provide re-encoded Broken Sword cutscenes for download on our website.

These cutscenes are provided in MPEG2 format with OGG Vorbis audio.

Viewing these cutscenes thus requires a version of ScummVM compiled with both libmpeg2 (preferably 0.4.0 or greater) and libVorbis support.

The cutscenes should be placed in a harddisk directory, and the location of this can be specified using the “Extra Path” setting under the “Paths” tab of the game options screen (“Edit Game”).

3.4 Flight of the Amazon Queen notes

In order to use a non-freeware version of Flight of the Amazon Queen (i.e.Your own), you will need to have the queen.tbl file (available from the Compatibility page on our website) in either the directory containing the queen.1 datafile or in the directory where your ScummVM executable resides.

Alternatively, you can use the queenrebuild tool from the Tools module to “rebuild” your FOTAQ datafile to include the table for that specific version, and thus removing the run-time dependency on the queen.tbl file.

This tool also allows you to compress the speech and sound effects with MP3, OGG or FLAC.

3.5 Known Problems in ScummVM 0.7.1

This release has the following known problems and limitations. There is no need to report them, although patches to fix them are welcome. If you discover a bug that is not listed here, nor in the compatibility table on the web site, please see the section on Reporting Bugs.

CD Audio Games

When playing games that use CD Audio (Towns variants, 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 harddrive to avoid this.

Monkey Island 1 (EGA)

Loom (EGA)

Beneath a Steel Sky

Broken Sword 1

Simon the Sorcerer 2

FM-TOWNS versions

4.0 Supported Platforms

ScummVM has been ported to run on many platforms and operating systems.

Links to these ports can be found either on the ScummVM web page or by a Google search. Many thanks to the effort of porters. If you have a port of ScummVM and wish to commit it into the main CVS, feel free to contact us!

Windows SDL
Windows Mobile SDL (iPAQ and other handheld devices)
Linux X11/OSS audio (includes iPAQs running Linux)
Mac OS X SDL
AmigaOS SDL
MorphOS Custom backend
BeOS SDL
RISC OS SDL
Dreamcast Custom backend
GP32 Custom backend
PalmOS Custom backend
UNIX SDL (Linux, Solaris, IRIX, *BSD)

The Dreamcast port does not support Curse of Monkey Island, nor The Dig.

The PalmOS port does not support Curse of Monkey Island, Beneath a Steel Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some Palm devices (those with a large dynamic heap).

In the Macintosh port, the right mouse button is emulated via Cmd-Click (that is, you click the mouse button while holding the Command/Apple/Propeller key).

5.0 Running ScummVM

Before you run the engine, you need to put the games datafiles in a directory. The filenames must not be in mixed case on *nix systems (for example, these are valid names: “monkey2.000”, “MONKEY2.000”, while this is a bad one: “Monkey2.000”). If you use a game with speech, the file monster.sou must reside in the same directory as the datafiles.

Please note that by default, ScummVM will save games in the directory it is executed from, so you should refrain from running it from more than one location. Further information, including how to specify a specific save directory to avoid this issue, are in section 6.0.

ScummVM can be launched directly by running the executable. In this case, the in-built launcher will activate. From this, you can add games (click ”Add Game), or launch games which have already been configured.

ScummVM can also be launched into a game directly using Command Line arguments ”" see the next section.

5.1 Command Line Options

Usage:

scummvm [OPTIONS]... [GAME]

[GAME]: Short name of game to load. For example, 'monkey' for Monkey Island. This can be either a built-in gameid, or a user configured target.

Options:

Short Version Long Version Purpose
-v --version Display ScummVM version information and exit
-h --help Display a brief help text and exit
-z --list-games Display list of supported games and exit
-t --list-targets Display list of configured targets and exit
-c --config=CONFIG Use alternate configuration file
-p --path=PATH Path to where the game is installed
-x --save-slot[=NUM] Save game 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)
-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)
-o --master-volume=NUM Set the master 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)
-n --subtitles Enable subtitles (use with games that have voice)
-b --boot-param=NUM Pass number to the boot script (boot param)
-d --debuglevel=NUM Set debug verbosity level
-u --dump-scripts Enable script dumping if a directory called 'dumps' exists in the current directory
--cdrom=NUM CD drive to play CD audio from (default: 0 = first drive)
--joystick[=NUM] Enable input with joystick (default: 0 = first joystick)
--platform=WORD Specify version of game (allowed values: amiga, atari, fmtowns, mac, pc, windows)
--savepath=PATH Path to where savegames are stored
--multi-midi Enable combination of Adlib and native MIDI
--native-mt32 True Roland MT-32 (disable GM emulation)
--output-rate=RATE Select output sample rate in Hz (e.g. 22050)
--aspect-ratio Enable aspect ratio correction
--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 SCUMM games, when ScummVM disables it by default.
--demo-mode Start demo mode of Maniac Mansion (Classic version)
--tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games (default: 100)
--talkspeed=NUM Set talk speed for SCUMM games

The meaning of most long options can be inverted by prefixing them with no-,

e.g. --no-aspect-ratio. This is useful if you want to override a setting in the configuration file.

The short game name (game target) you see at the end of the command line is very important. A short list is contained at the top of this file. You can also get the current list of games and game names at: http://www.scummvm.org/compatibility.php

Examples

Win32

Running Monkey Island, fullscreen, from a hard disk:

C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey

Running Full Throttle from CD, fullscreen and with subtitles enabled:

C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft

Unix

Running Monkey Island, fullscreen, from a hard disk:

/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey

Running Full Throttle from CD, fullscreen and with subtitles enabled:

/path/to/scummvm -f -n -p/cdrom/resource/ ft

5.2 Language options

ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig,

Curse of Monkey Island, Beneath a Steel Sky, and Simon the Sorcerer 1 & 2.

Maniac Mansion and Zak McKracken

Maniac Mansion and Zak McKracken
en English (default)
de German
fr French
it Italian
es Spanish

The Dig

The Dig
jp Japanese
zh Chinese
kr Korean

Curse of Monkey Island

Curse of Monkey Island
en English (default)
de German
fr French
it Italian
pt Portuguese
es Spanish
jp Japanese
zh Chinese
kr Korean

Beneath a Steel Sky

Beneath a Steel Sky
gb English (Great Britain) (default)
en English USA
de German
fr French
it Italian
pt Portuguese
es Spanish
se Swedish

Broken Sword 1

Broken Sword 1
en English (default)
de German
fr French
it Italian
es Spanish
pt Portuguese
cz Czech

Simon the Sorcerer: 1 & 2

Simon the Sorcerer: 1 & 2
en English (default)
de German
fr French
it Italian
es Spanish
hb Hebrew
ru Russian

5.3 Graphics filters

ScummVM offers several anti-aliasing filters to attempt to improve visual quality. These are the same filters used in many other emulators, such as MAME. These filters take the original game graphics, and scale it by a certain fixed factor (usually 2x or 3x) before displaying them to you. So for example, if the game originally run at a resolution of 320x200 (typical for most of the SCUMM games), then using a filter with scale factor 2x will effectively yield 640x400 graphics. Likewise with a 3x filter you'll get 960x600.

Filter Name Description
normal No filtering, no scaling. Fastest.
2x No filtering, factor 2x (default for non 640x480 games).
3x No filtering, factor 3x.
2xsai 2xsai filter, factor 2x.
Super2xsai Enhanced 2xsai filtering, factor 2x.
supereagle Less blurry than 2xsai, but slower. Factor 2x.
advmame2x Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
advmame3x Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
hq2x Very nice high quality filter but slow. Factor 2x.
hq3x Very nice high quality filter but slow. Factor 3x.
tv2x Interlace filter, tries to emulate a TV. Factor 2x.
dotmatrix Dot matrix effect. Factor 2x.

To select a graphics filter, pass its name via the ”-g option to scummvm, for example: scummvm -g advmame2x monkey2

Notes:

5.4 Hot Keys

ScummVM supports various in game hotkeys. They differ between the SCUMM and simon games.

Common

Hotkey Function
Cmd-q Quit (Mac OS X)
Ctrl-q Quit (other unices including Linux)
Ctrl-z OR Alt-x Quit (other platforms)
Keyboard Arrow Keys Simulate mouse movement
Ctrl-f Toggle fast mode
Ctrl-m Toggle mouse capture
Ctrl-Alt 1-8 Switch between graphics filters
Ctrl-Alt + and - Increase/Decrease the scale factor
Ctrl-Alt a 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

SCUMM

Hotkey Function
Ctrl 0-9 and Alt 0-9 Load and save game state
Ctrl-g Runs in really REALLY fast mode
Ctrl-d Starts the debugger
Tilde (~) Show/hide the debugging console
Ctrl-s Shows memory consumption
[ and ] Music volume, down/up
and + Text speed, slower/faster
F5 Displays a save/load box
Space Pauses
Period (.) Skips current line of text in some games
Enter Simulate left mouse button press
Tab Simulate right mouse button press

Beneath a Steel Sky

Hotkey Function
Ctrl 0-9 and Alt 0-9 Load and save game state
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 I

Hotkey Function
F5 or ESC Displays save/load box

Broken Sword II

Hotkey Function
Ctrl-d Starts the debugger
c Display the credits
p Pauses

Flight of the Amazon Queen

Hotkey Function
Ctrl-d Starts the debugger
F1 Use Journal (saving/loading)
F11 Quicksave
F12 Quickload
Escape Skips cutscenes
Space Skips current line of text

Simon the Sorcerer 1 & 2

Hotkey Function
Ctrl 0-9 and Alt 0-9 Load and save game state
Ctrl-d Starts the debugger
F1 F3 Text speed, faster slower
F10 Shows all characters and objects you can
interact with
and + Music volume, down/up
m Music on/off
s Sound effects on/off
b Background sounds on/off
p Toggles pause
t Switch between speech and subtitles
v Switch between subtitles only and combined speech & subtitles [Simon the Sorcerer 2 only]

Note that using ctrl-f and ctrl-g are not recommended: games can crash when being run faster than their normal speed, as scripts will lose synchronisation.

Ctrl-f is not supported by the Broken Sword games.

5.5 Using data files from Macintosh game versions

All LucasArts SCUMM based adventures except COMI also exist in versions for the Macintosh. ScummVM can use most (all?) of them, however, in some cases some additional work is required. First off, if you are not using a Macintosh for this, accessing the CD/floppy data might be tricky, since the mac uses a special disk format called HFS which other systems usually do not support.

However, there are various free tools on the net which allow reading such HFS volumes (for example “HFVExplorer” for Windows and “hfsutils” for Linux and other Unix-like operating systems).

Secondly, most of the newer games shipped only with a single data file on the Macintosh. You used to have to manually convert that data file, but this is no longer necessary, as ScummVM can now open and understand the format natively.

5.6 Multi-CD Games

In general, ScummVM does not deal very well with multi-CD games. This is because ScummVM assumes everything about a game can be found in one directory.

Even if ScummVM does make some provisions for asking the user to change CD, the original games usually install a small number of files to hard disk. Unless these files can be found on all the CDs, ScummVM will be in trouble.

Fortunately, ScummVM has no problems running the games entirely from hard disk, if you create a directory with the correct combination of files. Usually, when a file appears on more than one CD you can pick either of them.

These instructions are written for the PC versions (which in some case is the only version) of the games. Windows and DOS use case-insensitive file systems, so if one CD has a file called MONKEY.DAT and another has a file called monkey.dat, they are the same files. These instructions give file names in all lower-case names, even if thats not always how they appear on the CDs. In fact, on case-sensitive file systems you will have to make sure that all filenames use either all upper- or all lower-case letters for ScummVM to be able to find the files.

The instructions for the Broken Sword games are for the Sold-Out Software versions, which are the ones you are probably most likely to find in stores now.

5.6.1 The Curse of Monkey Island

For this game, youll need the comi.la0, comi.la1 and comi.la2 files. The comi.la0 file can be found on either CD, but since they are identical it doesnt matter which one of them you use.

In addition, youll need a resource subdirectory with all of the files from the resource subdirectories on both CDs. Some of the files appear on both CDs, but again theyre identical.

5.6.2 Broken Sword 1

For this game, youll need all of the files from the clusters directories on both CDs. You will also need the speech.clu files from the speech directories, but since they are not identical youll need to rename them speech1.clu and speech2.clu for CD 1 and 2 respectively.

In addition, you will need a music subdirectory with all of the files from the music subdirectories on both CDs. Some of these files appear on both CDs, but in these cases they are either identical or, in one case, so nearly identical that it makes little difference.

ScummVM does not support the original cutscene files, so there is no need to copy them.

5.6.3 Broken Sword 2

For this game, youll need all of the files from the clusters directories on both CDs. (Actually, a few of them may not be strictly necessary, but the ones that Im uncertain about are all fairly small.) You will need to rename the speech.clu and music.clu files speech1.clu, speech2.clu, music1.clu and music2.clu so that ScummVM can tell which ones are from CD 1 and which ones are from CD 2. Any other files that appear in both cluster directories are identical. Use whichever you like.

In addition, you will need the cd.bin, cd.inf and startup.inf files from the sword2 directory on CD 1.

ScummVM does not support the original cutscene files, so there is no need to copy them.

6.0 Savegames

Savegames are by default put in the current directory on some platforms and preset directories on others. You can specify the save in the config file by setting the savepath parameter. See the example config file later in this readme.

The platforms that currently have a different default directory are:

Mac OS X $HOME/Documents/ScummVM Savegames/
Other unices $HOME/.scummvm/

You can also use the environment variable SCUMMVM_SAVEPATH to specify where to put save games. Dont forget the trailing directory separator. Also be aware that saved games may break between ScummVM releases.

Bash (Unix) example:

Export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/

Windows example:

Set SCUMMVM_SAVEPATH=C:\saved_games\

6.1 Autosaves

Because ScummVM is still a beta product, it -can- crash and/or hang occasionally. As such, every five minutes it will save a game in Slot 0. This game can be loaded via Ctrl-0, or the F5 menu. This autosaving does not, however, occur with Simon the Sorcerer 1 and 2, nor with Broken Sword I and II.

7.0 Music and Sound

By default, on most operating systems, ScummVM will automatically use Adlib emulation. MIDI may not be available on all operating systems or may need manual configuration. If you ARE using MIDI, you have several different choices of output, depending on your operating system and configuration.

Option Description
null Null output. Don't play any music.
adlib Internal Adlib emulation (default)
mt32 Internal MT-32 emulation
pcjr Internal PCjr emulation
pcspk Internal PC Speaker emulation
towns Internal FM-TOWNS YM2612 emulation
alsa Output using ALSA sequencer device. See below.
amidi Use the MorphOS MIDI system, for MorphOS users
core CoreAudio sound, for Mac OS X users.
qt Quicktime sound, for Macintosh users.
seq Use /dev/sequencer for MIDI, *nix users. See below.
windows Windows MIDI. Uses built-in sequencer, for Windows users

To select a sound driver, pass its name via the ”-e option to scummvm, for example: scummvm -e adlib monkey2

7.1 Playing sound with Adlib emulation

By default an Adlib card will be emulated and ScummVM will output the music as sampled waves. This is the default mode for most games, and offers the best compatibility between machines and games.

7.2 Playing sound with MT-32 emulation

Some games which contain MIDI music data also have improved tracks designed for the MT-32 sound module. ScummVM can now emulate this device, however you must provide original MT-32 ROMs to make it work:

MT32_PCM.ROM - IC21 (512KB)

MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise

Place these ROMs in the game directory or a directory specified by extrapath.

You dont need to specify --native-mt32 with this driver, as it automatically gets turned on.

NOTE: The processor requirements for the emulator are quite high; a fast CPU is strongly recommended.

7.3 Playing sound with MIDI emulation

Some games (such as Sam and Max) only contain MIDI music data. This once prevented music for these games from working on platforms that do not support MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled waves and Adlib or MT-32 emulation using the -eadlib or -emt32 options respectively. However, if you are capable of using native MIDI, we recommend using one of the MIDI modes below for best sound.

7.4 Playing sound with Native MIDI

Use the appropriate -e<mode> command line option from the list above to select your preferred MIDI device. For example, if you wish to use the Windows MIDI driver, use the -ewindows option.

7.5.0 Playing sound with Sequencer MIDI [UNIX ONLY]

If your soundcard driver supports a sequencer, you may set the environment variable SCUMMVM_MIDI to your sequencer device e.g., /dev/sequencer

If you have problems with not hearing audio in this configuration, it is possible you will need to set the SCUMMVM_MIDIPORT variable to 1 or 2. This selects the port on the selected sequencer to use. Then start scummvm with the -eseq parameter. This should work on several cards, and may offer better performance and quality than Adlib emulation. However, for those systems where sequencer support does not work, you can always fall back on Adlib emulation.

7.5.1 Playing sound with ALSA sequencer [UNIX ONLY]

If you have installed the ALSA driver with the sequencer support, then set the environment variable SCUMMVM_PORT or the config file parameter alsa_port to your sequencer port. The default is 65:0.

Here is a little howto on how to use the ALSA sequencer with your soundcard.

In all cases, to have a list of all the sequencer ports you have, try the command aconnect -o -l. This should give output similar to:

	client 64: “External MIDI 0” [type=kernel]
		0 “MIDI 0-0”
	client 65: “Emu10k1 WaveTable” [type=kernel]
		0 “Emu10k1 Port 0”
		1 “Emu10k1 Port 1”
		2 “Emu10k1 Port 2”
		3 “Emu10k1 Port 3”
	client 128: “Client-128” [type=user]
		0 “TiMidity port 0”
		1 “TiMidity port 1”

This means the external MIDI output of the sound card is located on the port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2 and 65:3, and two TiMidity ports, located at 128:0 and 128:1.

If you have a FM-chip on your card, like the SB16, then you have to load the soundfonts using the sbiload software. Example: sbiload -p 65:0 /etc/std.o3 /etc/drums.o3

If you have a WaveTable capable sound card, you have to load a sbk or sf2 soundfont using the sfxload software. Example: sfxload /path/to/8mbgmsfx.sf2

If you dont have a MIDI capable soundcard, there are two options: FluidSynthand or TiMidity. We recommend FluidSynth, as on many systems TiMidity will “lag” behind music. This is very noticable in iMUSE-enabled games, which use fast and dynamic music transitions. Running TiMidity as root will allow it to setup real time priority, which may reduce music lag.

Asking TiMidity to become an ALSA sequencer:

Timidity -iAqqq -B2,8 -Os1S -s 44100

(If you get distorted output with this setting, you can try dropping the -B2,8 or changing the value.)

Asking FluidSynth to become an ALSA sequencer (using SoundFonts):

Fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2

Once either TiMidity or FluidSynth are running, use the ”aconnect -o -l command as described earlier in this section.

7.6.0 Using MP3 files for CD audio

Use LAME or some other MP3 encoder to rip the cd audio tracks to files. Name the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support to use this option. Youll need to rip the file from the CD as a WAV file, then encode the MP3 files in constant bit rate. This can be done with the following LAME command line:

lame -t -q 0 -b 96 track1.wav track1.mp3

7.6.1 Using Ogg Vorbis files for CD audio

Use oggenc or some other vorbis encoder to encode the audio tracks to files.

Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis support to use this option. Youll need to rip the files from the CD as a WAV file, then encode the vorbis files. This can be done with the following oggenc command line with the value after q specifying the desired quality from 0 to 10:

oggenc -q 5 track1.wav

7.6.2 Using Flac files for CD audio

Use flac or some other flac encoder to encode the audio tracks to files.

Name the files track1.flac track2.flac etc. In your filesystem only allows three letter extensions, name the files track1.fla track2.fla etc.

ScummVM must be compiled with flac support to use this option. Youll need to rip the files from the CD as a WAV file, then encode the flac files. This can be done with the following flac command line:

flac --best track1.wav

Remember that the quality is always the same, varying encoder options will only affect the encoding time and resulting filesize.

7.6.3 Compressing MONSTER.SOU with MP3

You need LAME, and our extract util from the scummvm-tools package to perform this task, and ScummVM must be compiled with MAD support.

Extract monster.sou

Eventually you will have a much smaller monster.so3 file, copy this file to your game directory. You can safely remove the monster.sou file.

7.6.4 Compressing MONSTER.SOU with Ogg Vorbis

As above, but ScummVM must be compiled with OGG support. Run:

extract --vorbis monster.sou

This should produce a smaller monster.sog file, which you should copy to your game directory. Ogg encoding may take a considerable longer amount of time than MP3, so have a good book handy.

7.6.5 Compressing MONSTER.SOU with Flac

As above, but ScummVM must be compiled with Flac support. Run:

extract --flac --best -b 1152 monster.sou

This should produce a smaller monster.sof file, which you should copy to your game directory. Remember that the quality is always the same, varying encoder options will only affect the encoding time and resulting filesize. Playing with the blocksize (-b <value>), has the biggest impact on the resulting filesize 1152 seems to be a good value for those kind of soundfiles. Be sure to read the encoder documentation before you use other values.

7.6.6 Compressing sfx/speech in Simon the Sorcerer 1 and 2

Use our simon2mp3 util from the scummvm-tools package to perform this task.

You can choose between multiple target formats, but note that you can only use each if ScummVM was compiled with the respective decoder support enabled.

For simon1acorn: simon2mp3 effects

For simon1acorn: simon2mp3 simon

For simon1talkie: simon2mp3 effects.voc

For simon1talkie: simon2mp3 simon.voc

For simon1win: simon2mp3 simon.wav

For simon2talkie: simon2mp3 simon2.voc

For simon2win: simon2mp3 simon2.wav

For simon2mac: simon2mp3 mac

For Ogg Vorbis add --vorbis to the options, i.e.

simon2mp3 --vorbis

For Flac add --flac and optional parameters, i.e.

simon2mp3 --flac --best -b 1152

Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this file to your game dir. You can safely remove the old file.

7.6.7 Compressing speech/music in Broken Sword 1

The sword1mp3 tool from the scummvm-tools package can encode music and speech to MP3 as well as Ogg Vorbis.

Easiest way to encode the files is simply copying the executable into your BS1 directory (together with the lame encoder) and run it from there.

This way, it'll automatically encode everything to MP3.

Afterwards, you can manually remove the SPEECH?.CLU files and the wave music files.

Running sword1mp3 --vorbis will compress the files using Ogg Vorbis instead of MP3.

Use sword1mp3 --help to get a full list of the options.

7.6.8 Compressing speech/music in Broken Sword 2

Use our sword2mp3 util from the scummvm-tools package to perform this task.

You can choose between multiple target formats, but note that you can only use each if ScummVM was compiled with the respective decoder support enabled.

sword2mp3 speech1.clu

sword2mp3 music1.clu

For Ogg Vorbis add --vorbis to the options, i.e.

sword2mp3 --vorbis

Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to your game dir. You can safely remove the old file.

It is possible to use Flac compression by adding the --flac option. However, the resulting *.clf file will actually be larger than the original.

Please note that sword2mp3 will only work with the four speech/music files in

Broken Sword 2. It will not work with any of the other *.clu files, nor will it work with the speech files from Broken Sword 1.

7.7 Output sample rate

The output sample rate tells ScummVM how many sound samples to play per channel per second. There is much that could be said on this subject, but most of it would be irrelevant here. The short version is that for most games 22050 Hz is fine, but in some cases 44100 Hz is preferable. On extremely low-end systems you may want to use 11025 Hz, but its unlikely that you have to worry about that.

To elaborate, most of the sounds ScummVM has to play were sampled at either 22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the quality of these sounds. Hence, 22050 Hz is fine.

Some games use CD audio. If you use compressed files for this, they are probably sampled at 44100 Hz, so for these games that may be a better choice of sample rate.

When using the Adlib, FM Towns, PC Speaker or IBM Pcjr music drivers, ScummVM is responsible for generating the samples. Usually 22050 Hz will be plenty for these, but there is at least one piece of Adlib music in Beneath a Steeel Sky that will sound a lot better at 44100 Hz.

Using frequencies in between is not recommended. For one thing, your sound card may not support it. In theory, ScummVM should fall back on a sensible frequency in that case, but dont count on it. More importantly, ScummVM has to resample all sounds to its output frequency. This is much easier to do well if the output frequency is a multiple of the original frequency.

8.0 Configuration file

By default, the configuration file is saved in, and loaded from:

OS Location
Windows <windir>\scummvm.ini
Unix ~/.scummvmrc
Mac OS X ~/Library/Preferences/ScummVM Preferences
Others scummvm.ini in the current directory

An example config file looks as follows:


	[scummvm]
	gfx_mode=supereagle
	fullscreen=true
	savepath=C:\saves\

	[sky]
	path=C:\games\SteelSky\

	[germansky]
	gameid=sky
	language=de
	path=C:\games\SteelSky\
	description=Beneath a Steel Sky w/ German subtitles

	[germandott]
	gameid=tentacle
	path=C:\german\tentacle\
	description=German version of DOTT

	[tentacle]
	path=C:\tentacle\
	subtitles=true
	master_volume=98
	music_volume=40
	sfx_volume=255

	[loomcd]
	cdrom=1
	path=C:\loom\
	talkspeed=5
	savepath=C:\loom\saves\

	[monkey2]
	path=C:\amiga_mi2\
	music_driver=windows
	amiga=true

The following keywords are recognized:

keyword type meaning
basename string
path string The path to where a game's data files are
read_only bool If true, ScummVM will never try to overwrite the configuration file.
save_slot number The save game 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, de, fr, it, pt, es, jp, zh, kr, se, gb, hb, cz, ru)
subtitles bool Set to true to enable subtitles.
talkspeed number Text speed
fullscreen bool Fullscreen mode
aspect_ratio bool Enable aspect ratio correction
gfx_mode string

Graphics mode (normal, 2x, 3x, 2xsai, super2xsai, supereagle, advmame2x, advmame3x, hq2x, hq3x, tv2x, dotmatrix)

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
master_volume number The master volume setting (0-255)
music_driver string The music engine to use.
output_rate number The output sample rate to use, in Hz. Sensible values are 11025, 22050 and 44100.
alsa_port string Port to use for output when using the ALSA music driver.
music_volume number The music volume setting (0-255)
multi_midi bool If true, enable combination Adlib and native MIDI.
native_mt32 bool If true, disable GM emulation and assume that there is a true Roland MT-32 available.
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)
copy_protection bool Enable copy protection in SCUMM games ,when ScummVM disables it by default.
demo_mode bool Start demo in Maniac Mansion
alt_intro bool Use alternative intro for CD versions of Beneath a Steel Sky and Flight of the Amazon Queen
boot_param number Pass this number to the boot script
debuglevel number Enable debug output. The higher number, the more verbose output.

Broken Sword II adds the following non-standard keywords:

keyword type meaning
gfx_details number Graphics details setting (0-3)
music_mute bool If true, music is muted
object_labels bool If true, object labels are enabled
reverse_stereo bool If true, stereo channels are reversed
sfx_mute bool If true, sound effects are muted
speech_mute bool If true, speech is muted

Flight of the Amazon Queen adds the following non-standard keywords:

keyword type meaning
music_mute bool If true, music is muted
sfx_mute bool If true, sound effects are muted
speech_mute bool If true, speech is muted

Simon the Sorcerer 1 & 2 add the following non-standard keywords:

keyword type meaning
fade bool If true, fade effect is enabled
music_mute bool If true, music is muted
slow_down number Makes games slower (1- 10)
sfx_mute bool If true, sound effects are muted
speech_mute bool If true, speech is muted [Simon the Sorcerer 2 only]

9.0 Compiling

You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and a supported compiler. Several compilers, including GCC, mingw and Microsoft Visual C++ are supported. If you wish to use MP3-compressed CD tracks or .SOU files, you will need to install the MAD library and define USE_MAD. Tools for compressing .SOU files to .SO3 files can be found in the “tools” CVS module, or in the “scummvm-tools” package.

Some parts of ScummVM, particularly scalers, have highly optimized versions written in assembler. If you wish to use this option, you will need to install nasm assembler (see http://nasm.sf.net). Note, that currently we have only x86 MMX optimized versions, and they will not compile on other processors.

On Win9x/NT/XP you can define USE_WINDBG and attach WinDbg to browse debug messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).

GCC:

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.

Microsoft Visual C++ 6.0:

Microsoft Visual C++ 7.0:

Windows Mobile with Microsoft eMbedded Visual C++ 3 or 4 :

Debian GNU/Linux:

Mac OS X:


Good Luck and Happy Adventuring!

The ScummVM team.

Http://www.scummvm.org/