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
This commit is contained in:
James Brown 2003-09-12 03:13:51 +00:00
parent a86f6ed55c
commit 90dd98511b
2 changed files with 38 additions and 21 deletions

1
NEWS
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@ -2,6 +2,7 @@ For a more comprehensive changelog for the latest experimental CVS code, see:
http://scummvm.sourceforge.net/daily/ChangeLog
0.5.3(CVS) (2003-??-??)
- Many, Many, Many SCUMM game engine fixes. Many of them. And that's a lot.
- Added Broken Sword 2 engine
- Added option to choose between Adlib, PCjr and PC Speaker in earlier games.
- Added Adlib support for indy3ega and loom (ega)

54
README
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@ -1,5 +1,5 @@
ScummVM README
Last updated: 2003-09-10
Last updated: 2003-09-12
Release version: 0.5.3-cvs
------------------------------------------------------------------------
@ -129,6 +129,7 @@ prevent them from being fully supported at this time. Please do not file bug
reports about them.
Full Throttle [Game: ft]
Broken Sword II [Game: sword2]
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
@ -139,7 +140,6 @@ compatibility chart.
Putt-Putt's Fun Pack [Game: funpack]
Fatty Bear's Birthday Surprise [Game: fbear]
Fatty Bear's Fun Pack [Game: fbpack]
Broken Sword II [Game: sword2]
The following games are SCUMM engine, but NOT supported by ScummVM (yet).
@ -207,6 +207,7 @@ the section on Reporting Bugs.
Zak McKracken (Classic):
- Actors sometimes cause minor graphical glitches
// FIXME: Are these two still present? Many walk-related fixes lately...
Indiana Jones & the Last Crusade (EGA):
- In some rooms Indy may be able to walk to odd places
@ -275,7 +276,7 @@ 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)
Linux - X11 & OSS audio (includes iPaqs running Linux)
Linux - X11/OSS audio (includes iPaqs running Linux)
Mac OS X - SDL
AmigaOS - SDL
MorphOS - Custom backend
@ -299,6 +300,11 @@ directory. The filenames must not be in mixed case on *nix systems
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.
@ -632,23 +638,22 @@ 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 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
output. Here is a quick way to do so:
If you don't have a MIDI capable soundcard, there are two options: FluidSynth
and 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 try dropping the -B2,8 or
changing the value.
(If you get distorted output with this setting, you can try dropping the
-B2,8 or changing the value. To reduce the possibility of )
Then the TiMidity port will be visible from the 'aconnect -o -l' list. You
should launch it as root, since it will try to set up some real time
priority.
You can also use FluidSynth for a software synth that supports sound fonts,
if you don't have any MIDI hardware.
An example usage of FluidSynth might look like this:
Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
Then use 'aconnect -o -l' as above to find what port its on.
Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l'
command as described earlier in this section.
7.5.0) Using MP3 files for CD audio:
------ -----------------------------
@ -689,12 +694,13 @@ file.
7.5.3) Compressing MONSTER.SOU with Ogg Vorbis:
------ ----------------------------------------
As above but run:
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.
game directory. Ogg encoding may take a considerable longer amount of time
than MP3, so have a good book handy.
7.5.4) Compressing sfx/speech in Simon the Sorcerer 1 and 2
@ -732,6 +738,15 @@ An example config file looks as follows:
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\
@ -748,6 +763,7 @@ An example config file looks as follows:
cdrom=1
path=C:\loom\
talkspeed=55
savepath=C:\loom\saves\
[monkey2]
path=C:\amiga_mi2\