add back known bugs section, reorder command line options to match the order scummvm prints them in, misc updates

svn-id: r6815
This commit is contained in:
Jonathan Gray 2003-03-17 09:11:57 +00:00
parent 9424b0f20e
commit 56d41c3e31

113
README
View file

@ -1,5 +1,5 @@
ScummVM README
Last updated: 2003-03-07
Last updated: 2003-03-17
Release version: 0.3.2cvs
------------------------------------------------------------------------
@ -81,14 +81,59 @@ ScummVM and wish to commit it into the main CVS, feel free to contact us!
Windows - SDL
Windows CE - SDL (iPaq and other handheld devices)
Unix - SDL/X11 (includes iPaq devices running Linux)
Linux - X11 & OSS audio (includes iPaqs running Linux)
Mac OS X - SDL
AmigaOS - SDL/AGA
MorphOS - SDL
MorphOS - custom backend
BeOS - SDL
Acorn (RiscOS) - ???
Dreamcast - ???
UNIX - SDL (SDL may work on Solaris, IRIX, *BSD)
Dreamcast - custom backend
GP32 - custom backend
UNIX - SDL (Linux, Solaris, IRIX, *BSD)
Known Problems in ScummVM 0.4.0:
--------------------------------
This release has the following known problems. There is no need to report them,
although patches to fix them are welcome. If you discover a bug that is not
listed here, nor in the compatibility table on the web site, please see
the section on Reporting Bugs.
Simon The Sorcerer:
- No inventory scrolling arrows shown in simon1dos and simon1talkie,
can still move around inventory though.
- simon1dos freezes briefly after Swampling leaves his house and
when talking to demons in Sordid's Tower
- Some minor graphical glitches
Simon The Sorcerer II:
- No music in simon2dos and simon2talkie
- Some music is missing or wrong in simon2win
- Some graphical glitches
Indy 3 (The Last Crusade):
- Music and Sound may not play
- In some rooms Indy may be able to walk to odd places
- There are some minor graphical glitches
Indy 4 (Fate Of Atlantis):
- Keyboard fighting does not work. ScummVM now defaults to
using mouse fighting.
Sam and Max:
- Highway subgame does not behave correctly.
Zak McKracken Fm Towns:
- The Fm Towns 256 color version of Zak McKracken is rare,
And as the ScummVM team does not encourage piracy in any
way, we do not know where to buy or download a copy of this
game. Petition LucasArts to re-release it :)
All CD games:
- If you are experiencing random crashes, and your game
plays music from CD, you have encountered a Windows bug.
Try copying the data files from CD to your hard disk, and
running them from there.
Simon the Sorcerer 1 and 2 games note
@ -106,10 +151,10 @@ 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.
The filenames of saved games for Simon the Sorcerer 1 & 2 were changed too:
The filenames of saved games for Simon the Sorcerer 1 & 2 were changed in 0.3.0 to:
Simon the Sorcerer 1 uses simon1.00x (Where x is the slot number)
Simon the Sorcerer 2 uses simon2.00x (Where x is the slot number)
So if you have any old save games you will need to change their filenames to use them
So if you have any pre 0.3.0 save games you will need to change their filenames to use them
Reporting Bugs:
@ -165,9 +210,6 @@ messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
* Enter the path to the SDL include files in Tools|Options|Directories
* Now it should compile successfully.
BeOS:
* Open the 'scummvm.proj' file in BeIDE. Compile as normal.
PocketPC - Windows CE:
* Download the SDLAudio library:
http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip
@ -201,8 +243,8 @@ messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
Running:
--------
Before you run the engine, you need to put the game's datafiles in a
directory. The filenames must be in lowercase on *nix systems
(monkey2.000 and monkey2.001). If you use a game with speech, the file
directory. The filenames must not be in mixed case on *nix systems
(ie monkey2.000 or MONKEY2.000). If you use a game with speech, the file
monster.sou must reside in the same directory as the datafiles.
For example, to run a copy of Monkey Island installed in C:\Games\LucasArts
@ -243,24 +285,26 @@ Command Line Options:
[GAME] - Short name of game to load. For example, 'monkey' for Monkey Island.
-p<path> - Path to where the game is installed. Default is Cwd.
-x[<num>] - Save game slot to load (default: autosave)
-f - Full-screen mode.
-g<mode> - Select graphics scaler. See below.
-e<mode> - Select sound engine. See below.
-a - Enable amiga pal conversion, for playing Amiga versions
-q<lang> - Select language. See below.
-b<num> - Start in room <num>.
-c<num> - Drive to play cd audio from. E.g., 0 is first drive.
-m<num> - Set the music volume, 0-255. Default is '192'
-o<num> - Set the master volume, 0-255. Default is '192'
-s<num> - Set the sfx volume, 0-255. Default is '192'
-m<num> - Set the music volume, 0-255. Default is '192'
-t<num> - Set music tempo. Adlib default: 0x1D9000, Midi: 0x4A0000
-e<mode> - Select sound engine. See below.
-g<mode> - Select graphics scaler. See below.
-f - Full-screen mode.
-n - Disable subtitles. Use with games that have voice.
-y - Set talk speed ('yak option'). Default is '60'
-a - Enable amiga pal conversion, for playing Amiga versions
-d[<num>] - Set debug verbosity to <num>
-w[<file>] - Write configuration file
-l<file> - Load alternate configuration file
-x[<num>] - Save game slot to load (default: autosave)
-w[<file>] - Write configuration file
-v - Show version information and exit
-z - Display list of games
-b<num> - Start in room <num>.
-d[<num>] - Set debug verbosity to <num>
-u - Dump scripts if a directory called 'dumps' exists in current directory
Hot Keys:
@ -272,7 +316,7 @@ simon games.
Ctrl-z OR Alt-x - quit
Keyboard Arrow Keys - simulate mouse movement
Ctrl-f - runs in fast mode.
Ctrl-Alt 1-8 - Switch between graphics filters
Ctrl-Alt 1-9 - Switch between graphics filters
Ctrl-Alt 1 - Switch beetwen bilinear and non-linear filtering [OpenGL backend]
Ctrl-Alt 2 - Don't fit the game in the whole screen (black borders) [OpenGL backend]
Ctrl-Alt 3 - Fit the game in the whole screen (no black borders) [OpenGL backend]
@ -282,6 +326,7 @@ simon games.
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
@ -322,7 +367,8 @@ 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.
MAME.
Note: the resolutions listed assume the game was originally 320x200
They are:
normal - No filtering, original 320x200 resolution. Fastest.
@ -333,6 +379,7 @@ They are:
supereagle - Less blurry than 2xsai, but slower. Also 640x400
advmame2x - 640x400 scaling. Doesn't rely on blurring like 2xSAI.
tv2x - 640x400 scaling. Horizontal scanlines.
dotmatrix - 640x400 scaling. Dot matrix effect.
To select a graphics filter, pass its name via the '-g' option to scummvm, for example:
@ -440,7 +487,7 @@ set the environment variable "SCUMMVM_PORT" to your sequencer port - e.g. 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". On my system it gives me the output:
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]
@ -452,17 +499,17 @@ client 128: 'Client-128' [type=user]
0 'TiMidity port 0 '
1 'TiMidity port 1 '
It means the external MIDI output of my sound card is located on the
port 64:0, that I've got four WaveTable MIDI outputs in 65:0, 65:1, 65:2
and 65:3, and that I've got two TiMidity ports, located at 128:0 and 128:1.
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. If you manage to do so, please mail
me since I managed to get it working only once, and never again.
soundfont using the sfxload software. Example:
sfxload /path/to/8mbgmsfx.sf2
If you don't have a MIDI capable soundcard, or if you want to take advantage of
your TiMidity samples, then you can ask TiMidity to become an ALSA sequencer
@ -594,7 +641,7 @@ Credits:
Developers:
Torbjorn Andersson - Many different contributions
Nicolas Bacca - PocketPC/WinCE port
Ralph Brorsen - Helped write the new GUI
Ralph Brorsen - Helped write the new GUI (retired)
Jamieson Christian - Lots of work on iMuse/MIDI
Marcus Comstedt - Dreamcast port
Jonathan Gray - Expert weaver in the Loom
@ -602,7 +649,7 @@ Credits:
Travis Howell - Daily Win32 builds, Simon The Sorcerer work
Felix Jakschitsch - His hard work on Zak256
Oliver Kiehl - Simon The Sorcerer work
Pawel Kolodziejski - Added missing Dig SMUSH codecs, iMuse work
Pawel Kolodziejski - Added missing Dig/COMI SMUSH codecs, iMuse work
Mutwin Kraus - MacOS Carbon port (retired)
Peter Moraliyski - GP32 port
Nicolas Noble - Config file and ALSA support
@ -614,10 +661,10 @@ Credits:
Kovacs Endre Janos - Several fixes for Simon1
Jeroen Janssen - Numerous readability and bugfix patches
Claudio Matsuoka - Daily Linux/BeOS builds (http://scummvm.sf.net/daily/)
Gregory Montoir - AdvanceMAME Scale-2X and TV 2x implementation
Gregory Montoir - AdvanceMAME Scale-2X, TV 2x and Dot Matrix implementation
Mikesch Nepomuk - MI1 VGA Floppy patches.
Edward Rudd - Fixes for playing MP3 versions of MI1/Loom Audio
Daniel Schepler - Final MI1 CD music support
Daniel Schepler - Final MI1 CD music support/ Initial Ogg Vorbis support
Andre Souza - SDL-based OpenGL renderer
Tim 'realmz' - Initial MI1 CD music support