A few small updates, query on the status of Indy walk bugs (see FIXME comment in Readme).
I propose 0.6.0 is codenamed the 'Mad Max' release. Any seconds? (reply to -Devel) svn-id: r10190
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1
NEWS
1
NEWS
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@ -2,6 +2,7 @@ For a more comprehensive changelog for the latest experimental CVS code, see:
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http://scummvm.sourceforge.net/daily/ChangeLog
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0.5.3(CVS) (2003-??-??)
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- Many, Many, Many SCUMM game engine fixes. Many of them. And that's a lot.
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- Added Broken Sword 2 engine
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- Added option to choose between Adlib, PCjr and PC Speaker in earlier games.
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- Added Adlib support for indy3ega and loom (ega)
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58
README
58
README
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@ -1,5 +1,5 @@
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ScummVM README
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Last updated: 2003-09-10
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Last updated: 2003-09-12
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Release version: 0.5.3-cvs
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------------------------------------------------------------------------
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@ -129,6 +129,7 @@ prevent them from being fully supported at this time. Please do not file bug
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reports about them.
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Full Throttle [Game: ft]
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Broken Sword II [Game: sword2]
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The following games should load, but are not yet fully playable. Play these at
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your own risk, and please do not file bug reports about them. If you want
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@ -139,7 +140,6 @@ compatibility chart.
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Putt-Putt's Fun Pack [Game: funpack]
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Fatty Bear's Birthday Surprise [Game: fbear]
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Fatty Bear's Fun Pack [Game: fbpack]
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Broken Sword II [Game: sword2]
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The following games are SCUMM engine, but NOT supported by ScummVM (yet).
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@ -207,6 +207,7 @@ the section on Reporting Bugs.
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Zak McKracken (Classic):
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- Actors sometimes cause minor graphical glitches
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// FIXME: Are these two still present? Many walk-related fixes lately...
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Indiana Jones & the Last Crusade (EGA):
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- In some rooms Indy may be able to walk to odd places
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@ -274,8 +275,8 @@ Google search. Many thanks to the effort of porters. If you have a port of
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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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Linux - X11 & OSS audio (includes iPaqs running Linux)
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Windows CE - SDL (iPaq and other handheld devices)
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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
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MorphOS - Custom backend
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@ -284,7 +285,7 @@ ScummVM and wish to commit it into the main CVS, feel free to contact us!
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Dreamcast - Custom backend
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GP32 - Custom backend
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PalmOS - Custom backend
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UNIX - SDL (Linux, Solaris, IRIX, *BSD)
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UNIX - SDL (Linux, Solaris, IRIX, *BSD)
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The Dreamcast port does not support Curse of Monkey Island, nor The Dig.
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The PalmOS port does not support Curse of Monkey Island, Beneath a Steel
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@ -299,6 +300,11 @@ directory. The filenames must not be in mixed case on *nix systems
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this is a bad one: "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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Please note that by default, ScummVM will save games in the directory
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it is executed from, so you should refrain from running it from more than
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one location. Further information, including how to specify a specific save
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directory to avoid this issue, are in section 6.0.
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ScummVM can be launched directly by running the executable. In this case,
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the in-built launcher will activate. From this, you can add games (click
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'Add Game'), or launch games which have already been configured.
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@ -632,23 +638,22 @@ 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. 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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output. Here is a quick way to do so:
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If you don't have a MIDI capable soundcard, there are two options: FluidSynth
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and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag'
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behind music. This is very noticable in iMUSE-enabled games, which use fast
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and dynamic music transitions. Running TiMidity as root will allow it to
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setup real time priority, which may reduce music lag.
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Asking TiMidity to become an ALSA sequencer:
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timidity -iAqqq -B2,8 -Os1S -s 44100 &
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If you get distorted output with this setting try dropping the -B2,8 or
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changing the value.
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(If you get distorted output with this setting, you can try dropping the
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-B2,8 or changing the value. To reduce the possibility of )
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Then the TiMidity port will be visible from the 'aconnect -o -l' list. You
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should launch it as root, since it will try to set up some real time
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priority.
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You can also use FluidSynth for a software synth that supports sound fonts,
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if you don't have any MIDI hardware.
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An example usage of FluidSynth might look like this:
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Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
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fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
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Then use 'aconnect -o -l' as above to find what port its on.
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Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l'
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command as described earlier in this section.
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7.5.0) Using MP3 files for CD audio:
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------ -----------------------------
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@ -689,12 +694,13 @@ file.
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7.5.3) Compressing MONSTER.SOU with Ogg Vorbis:
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------ ----------------------------------------
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As above but run:
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As above, but ScummVM must be compiled with OGG support. Run:
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extract --vorbis monster.sou
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This should produce a smaller monster.sog file, which you should copy to your
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game directory.
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game directory. Ogg encoding may take a considerable longer amount of time
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than MP3, so have a good book handy.
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7.5.4) Compressing sfx/speech in Simon the Sorcerer 1 and 2
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@ -732,6 +738,15 @@ An example config file looks as follows:
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fullscreen=true
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savepath=C:\saves\
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[sky]
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path=C:\games\SteelSky\
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[germansky]
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gameid=sky
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language=de
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path=C:\games\SteelSky\
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description=Beneath a Steel Sky w/ German subtitles
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[germandott]
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gameid=tentacle
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path=C:\german\tentacle\
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cdrom=1
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path=C:\loom\
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talkspeed=55
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savepath=C:\loom\saves\
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[monkey2]
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path=C:\amiga_mi2\
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