add back known bugs section, reorder command line options to match the order scummvm prints them in, misc updates
svn-id: r6815
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113
README
113
README
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@ -1,5 +1,5 @@
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ScummVM README
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Last updated: 2003-03-07
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Last updated: 2003-03-17
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Release version: 0.3.2cvs
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------------------------------------------------------------------------
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@ -81,14 +81,59 @@ ScummVM and wish to commit it into the main CVS, feel free to contact us!
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Windows - SDL
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Windows CE - SDL (iPaq and other handheld devices)
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Unix - SDL/X11 (includes iPaq devices running Linux)
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Linux - X11 & OSS audio (includes iPaqs running Linux)
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Mac OS X - SDL
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AmigaOS - SDL/AGA
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MorphOS - SDL
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MorphOS - custom backend
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BeOS - SDL
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Acorn (RiscOS) - ???
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Dreamcast - ???
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UNIX - SDL (SDL may work on Solaris, IRIX, *BSD)
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Dreamcast - custom backend
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GP32 - custom backend
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UNIX - SDL (Linux, Solaris, IRIX, *BSD)
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Known Problems in ScummVM 0.4.0:
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--------------------------------
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This release has the following known problems. There is no need to report them,
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although patches to fix them are welcome. If you discover a bug that is not
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listed here, nor in the compatibility table on the web site, please see
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the section on Reporting Bugs.
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Simon The Sorcerer:
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- No inventory scrolling arrows shown in simon1dos and simon1talkie,
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can still move around inventory though.
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- simon1dos freezes briefly after Swampling leaves his house and
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when talking to demons in Sordid's Tower
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- Some minor graphical glitches
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Simon The Sorcerer II:
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- No music in simon2dos and simon2talkie
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- Some music is missing or wrong in simon2win
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- Some graphical glitches
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Indy 3 (The Last Crusade):
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- Music and Sound may not play
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- In some rooms Indy may be able to walk to odd places
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- There are some minor graphical glitches
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Indy 4 (Fate Of Atlantis):
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- Keyboard fighting does not work. ScummVM now defaults to
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using mouse fighting.
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Sam and Max:
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- Highway subgame does not behave correctly.
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Zak McKracken Fm Towns:
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- The Fm Towns 256 color version of Zak McKracken is rare,
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And as the ScummVM team does not encourage piracy in any
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way, we do not know where to buy or download a copy of this
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game. Petition LucasArts to re-release it :)
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All CD games:
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- If you are experiencing random crashes, and your game
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plays music from CD, you have encountered a Windows bug.
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Try copying the data files from CD to your hard disk, and
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running them from there.
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Simon the Sorcerer 1 and 2 games note
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@ -106,10 +151,10 @@ If you have the dual version of Simon the Sorcerer 1 or 2 on CD,
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then you will find the Windows version in the main directory of CD
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and the DOS Talkie version in the DOS directory of the CD.
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The filenames of saved games for Simon the Sorcerer 1 & 2 were changed too:
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The filenames of saved games for Simon the Sorcerer 1 & 2 were changed in 0.3.0 to:
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Simon the Sorcerer 1 uses simon1.00x (Where x is the slot number)
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Simon the Sorcerer 2 uses simon2.00x (Where x is the slot number)
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So if you have any old save games you will need to change their filenames to use them
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So if you have any pre 0.3.0 save games you will need to change their filenames to use them
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Reporting Bugs:
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@ -165,9 +210,6 @@ messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
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* Enter the path to the SDL include files in Tools|Options|Directories
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* Now it should compile successfully.
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BeOS:
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* Open the 'scummvm.proj' file in BeIDE. Compile as normal.
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PocketPC - Windows CE:
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* Download the SDLAudio library:
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http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip
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@ -201,8 +243,8 @@ messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
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Running:
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--------
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Before you run the engine, you need to put the game's datafiles in a
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directory. The filenames must be in lowercase on *nix systems
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(monkey2.000 and monkey2.001). If you use a game with speech, the file
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directory. The filenames must not be in mixed case on *nix systems
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(ie monkey2.000 or MONKEY2.000). If you use a game with speech, the file
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monster.sou must reside in the same directory as the datafiles.
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For example, to run a copy of Monkey Island installed in C:\Games\LucasArts
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@ -243,24 +285,26 @@ Command Line Options:
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[GAME] - Short name of game to load. For example, 'monkey' for Monkey Island.
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-p<path> - Path to where the game is installed. Default is Cwd.
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-x[<num>] - Save game slot to load (default: autosave)
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-f - Full-screen mode.
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-g<mode> - Select graphics scaler. See below.
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-e<mode> - Select sound engine. See below.
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-a - Enable amiga pal conversion, for playing Amiga versions
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-q<lang> - Select language. See below.
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-b<num> - Start in room <num>.
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-c<num> - Drive to play cd audio from. E.g., 0 is first drive.
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-m<num> - Set the music volume, 0-255. Default is '192'
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-o<num> - Set the master volume, 0-255. Default is '192'
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-s<num> - Set the sfx volume, 0-255. Default is '192'
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-m<num> - Set the music volume, 0-255. Default is '192'
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-t<num> - Set music tempo. Adlib default: 0x1D9000, Midi: 0x4A0000
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-e<mode> - Select sound engine. See below.
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-g<mode> - Select graphics scaler. See below.
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-f - Full-screen mode.
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-n - Disable subtitles. Use with games that have voice.
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-y - Set talk speed ('yak option'). Default is '60'
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-a - Enable amiga pal conversion, for playing Amiga versions
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-d[<num>] - Set debug verbosity to <num>
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-w[<file>] - Write configuration file
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-l<file> - Load alternate configuration file
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-x[<num>] - Save game slot to load (default: autosave)
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-w[<file>] - Write configuration file
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-v - Show version information and exit
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-z - Display list of games
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-b<num> - Start in room <num>.
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-d[<num>] - Set debug verbosity to <num>
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-u - Dump scripts if a directory called 'dumps' exists in current directory
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Hot Keys:
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@ -272,7 +316,7 @@ simon games.
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Ctrl-z OR Alt-x - quit
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Keyboard Arrow Keys - simulate mouse movement
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Ctrl-f - runs in fast mode.
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Ctrl-Alt 1-8 - Switch between graphics filters
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Ctrl-Alt 1-9 - Switch between graphics filters
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Ctrl-Alt 1 - Switch beetwen bilinear and non-linear filtering [OpenGL backend]
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Ctrl-Alt 2 - Don't fit the game in the whole screen (black borders) [OpenGL backend]
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Ctrl-Alt 3 - Fit the game in the whole screen (no black borders) [OpenGL backend]
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@ -282,6 +326,7 @@ simon games.
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Ctrl 0-9 and Alt 0-9 - load and save game state
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Ctrl-g - runs in really REALLY fast mode.
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Ctrl-d - starts the debugger.
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Tilde (~) - Show/hide the debugging console
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Ctrl-s - shows memory consumption.
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[ and ] - music volume, down/up
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- and + - text speed, slower/faster
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-----------------
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ScummVM offers several anti-aliasing filters to attempt to improve visual
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quality. These are the same filters used in many other emulators, such as
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MAME.
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MAME.
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Note: the resolutions listed assume the game was originally 320x200
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They are:
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normal - No filtering, original 320x200 resolution. Fastest.
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supereagle - Less blurry than 2xsai, but slower. Also 640x400
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advmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI.
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tv2x - 640x400 scaling. Horizontal scanlines.
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dotmatrix - 640x400 scaling. Dot matrix effect.
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To select a graphics filter, pass its name via the '-g' option to scummvm, for example:
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Here is a little howto on how to use the ALSA sequencer with your soundcard.
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In all cases, to have a list of all the sequencer ports you have, try the
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command "aconnect -o -l". On my system it gives me the output:
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command "aconnect -o -l". This should give output similar to:
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client 64: 'External MIDI 0' [type=kernel]
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0 'MIDI 0-0 '
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client 65: 'Emu10k1 WaveTable' [type=kernel]
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0 'TiMidity port 0 '
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1 'TiMidity port 1 '
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It means the external MIDI output of my sound card is located on the
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port 64:0, that I've got four WaveTable MIDI outputs in 65:0, 65:1, 65:2
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and 65:3, and that I've got two TiMidity ports, located at 128:0 and 128:1.
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This means the external MIDI output of the sound card is located on the
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port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
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and 65:3, and two TiMidity ports, located at 128:0 and 128:1.
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If you have a FM-chip on your card, like the SB16, then you have to load
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the soundfonts using the sbiload software. Example:
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sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
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If you have a WaveTable capable sound card, you have to load a sbk or sf2
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soundfont using the sfxload software. If you manage to do so, please mail
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me since I managed to get it working only once, and never again.
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soundfont using the sfxload software. Example:
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sfxload /path/to/8mbgmsfx.sf2
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If you don't have a MIDI capable soundcard, or if you want to take advantage of
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your TiMidity samples, then you can ask TiMidity to become an ALSA sequencer
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Developers:
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Torbjorn Andersson - Many different contributions
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Nicolas Bacca - PocketPC/WinCE port
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Ralph Brorsen - Helped write the new GUI
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Ralph Brorsen - Helped write the new GUI (retired)
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Jamieson Christian - Lots of work on iMuse/MIDI
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Marcus Comstedt - Dreamcast port
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Jonathan Gray - Expert weaver in the Loom
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Travis Howell - Daily Win32 builds, Simon The Sorcerer work
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Felix Jakschitsch - His hard work on Zak256
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Oliver Kiehl - Simon The Sorcerer work
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Pawel Kolodziejski - Added missing Dig SMUSH codecs, iMuse work
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Pawel Kolodziejski - Added missing Dig/COMI SMUSH codecs, iMuse work
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Mutwin Kraus - MacOS Carbon port (retired)
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Peter Moraliyski - GP32 port
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Nicolas Noble - Config file and ALSA support
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Kovacs Endre Janos - Several fixes for Simon1
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Jeroen Janssen - Numerous readability and bugfix patches
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Claudio Matsuoka - Daily Linux/BeOS builds (http://scummvm.sf.net/daily/)
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Gregory Montoir - AdvanceMAME Scale-2X and TV 2x implementation
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Gregory Montoir - AdvanceMAME Scale-2X, TV 2x and Dot Matrix implementation
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Mikesch Nepomuk - MI1 VGA Floppy patches.
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Edward Rudd - Fixes for playing MP3 versions of MI1/Loom Audio
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Daniel Schepler - Final MI1 CD music support
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Daniel Schepler - Final MI1 CD music support/ Initial Ogg Vorbis support
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Andre Souza - SDL-based OpenGL renderer
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Tim 'realmz' - Initial MI1 CD music support
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