[Scummvm-cvs-logs] CVS: scummvm/doc 01.tex,NONE,1.1 02.tex,NONE,1.1 02_01.tex,NONE,1.1 03.tex,NONE,1.1 03_01.tex,NONE,1.1 03_02.tex,NONE,1.1 03_03.tex,NONE,1.1 03_04.tex,NONE,1.1 04.tex,NONE,1.1 05.tex,NONE,1.1 05_01.tex,NONE,1.1 05_02.tex,NONE,1.1 05_03.tex,NONE,1.1 05_04.tex,NONE,1.1 05_05.tex,NONE,1.1 06.tex,NONE,1.1 06_01.tex,NONE,1.1 07.tex,NONE,1.1 07_01.tex,NONE,1.1 07_02.tex,NONE,1.1 07_03.tex,NONE,1.1 07_04.tex,NONE,1.1 07_05.tex,NONE,1.1 08.tex,NONE,1.1 09.tex,NONE,1.1 10.tex,NONE,1.1 readme.tex,NONE,1.1

Hannes Niederhausen bosso at users.sourceforge.net
Tue Jan 20 10:52:02 CET 2004


Update of /cvsroot/scummvm/scummvm/doc
In directory sc8-pr-cvs1:/tmp/cvs-serv2761/doc

Added Files:
	01.tex 02.tex 02_01.tex 03.tex 03_01.tex 03_02.tex 03_03.tex 
	03_04.tex 04.tex 05.tex 05_01.tex 05_02.tex 05_03.tex 
	05_04.tex 05_05.tex 06.tex 06_01.tex 07.tex 07_01.tex 
	07_02.tex 07_03.tex 07_04.tex 07_05.tex 08.tex 09.tex 10.tex 
	readme.tex 
Log Message:
Added latex-files. To make the readme.ps type 'latex readme.tex&&dvips readme.dvi -o readme.ps' If someone wants a Makefile, please post it to the scmmvm-devel-list.

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\section{About}

ScummVM is a collection of interpreters, capable of emulating several
adventure game engines. ScummVM mainly supports engines 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 I \&II and Simon the Sorcerer 1 \& 2.\\
\quad \\
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.\\
\quad \\
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!
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\section{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.

\input {02_01.tex}
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\subsection{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.\\
\quad \\
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:
\begin{itemize}
\item ScummVM version (PLEASE test the latest CVS/Daily build)
\item Bug details, including instructions on reproducing
\item Language of game (English, German, ...)
\item Version of game (talkie, floppy, ...)
\item Platform and Compiler (Win32, Linux, FreeBSD, ...)
\item Attach a save game if possible
\item If this bug only occurred recently, please note the last
          version without the bug, and the first version including
          the bug. That way we can fix it quicker by looking at the
          changes made.
\end{itemize}

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\section{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 should work after being ``ReSCUMM'ed'' (see later in this document), and Amiga versions of games may work with the 'Amiga' flag turned on - but
this is not always true.\\
\begin{itemize}
\item SCUMM Games:\\
  \begin {tabular} [h] {ll}
    Maniac Mansion (Classic Version)&                [Game: maniac]\\
    Maniac Mansion (Enhanced Version)&               [Game: maniac]\\
    Zak McKracken (Classic Version)&                 [Game: zak]\\
    Zak McKracken (Enhanced Version)&                [Game: zak]\\
    Indiana Jones \& the Last Crusade (EGA)&          [Game: indy3ega]\\
    Indiana Jones \& the Last Crusade (256)&          [Game: indy3]\\
    Indiana Jones \& the Last Crusade (256 FM Towns)& [Game: indy3towns]\\
    Loom (16 color floppy version)&                  [Game: loom]\\
    Loom (256 FM Towns)&                             [Game: loomtowns]\\
    Loom (256 color CD version)&                     [Game: loomcd]\\
    Zak McKracken (256 FM Towns)&                    [Game: zaktowns]\\
    Monkey Island 1 (EGA)&                           [Game: monkeyega]\\
    Monkey Island 1 (VGA)&                           [Game: monkeyvga]\\
    Monkey Island 1 (CD)&                            [Game: monkey/monkey1]\\
    Monkey Island 2&                                 [Game: monkey2]\\
    Indiana Jones and the Fate of Atlantis&          [Game: atlantis]\\
    Day of the Tentacle&                             [Game: tentacle]\\
    Sam \& Max&                                       [Game: samnmax]\\
    The Dig&                                        [Game: dig]\\
    Curse of Monkey Island&                          [Game: comi]\\
    Full Throttle&                                 [Game: ft]\\
  \end{tabular}
\item Other Games:\\ 
  \begin{tabular}[h]{ll}
     Beneath a Steel Sky&                             [Game: sky]\\
     Simon the Sorcerer 1&                            [Game: simon1acorn/\\
     &                                                       simon1dos/\\
     &                                                       simon1talkie/\\
     &                                                       simon1win]\\
     Simon the Sorcerer 2&                            [Game: simon2dos/\\
     &                                                       simon2talkie/\\
     &                                                       simon2win\\
     &                                                       simon2mac]\\
    Flight of the Amazon Queen&                    [Game: queen]\\
    Broken Sword I&                                [Game: sword1]\\
    Broken Sword II&                               [Game: sword2]\\
  \end{tabular}\\
\quad \\
  The following games should be completable, but have some critical problems that prevent them from being fully supported at this time. Please do not file bug reports about them.\\

  \begin{tabular}[h]{ll}
	Putt-Putt Joins the Parade& [puttputt]\\
  \end{tabular}\\
\quad \\
  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.\\

\begin{tabular}{ll}
  Putt-Putt Goes To The Moon&                    [Game: puttmoon]\\
  Putt-Putt's Fun Pack&                          [Game: funpack]\\
  Fatty Bear's Birthday Surprise&                [Game: fbear]\\
  Fatty Bear's Fun Pack&                         [Game: fbpack]\\
\end{tabular}\\
\quad \\
  The following games are SCUMM engine, but NOT supported by ScummVM (yet).\\
  \begin{itemize}
  \item Most other Humongous Entertainment titles
  \end{itemize}
%
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.
\end{itemize}
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\subsection{Copy Protection}

he 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.\\
\quad \\
At the time of writing, that includes the following games:\\
\begin{tabular}{l}
Indiana Jones \& the Last Crusade (EGA)\\
Indiana Jones \& the Last Crusade (256 color FM Towns version)\\
Loom (16 color floppy version)\\
Maniac Mansion\\
Monkey Island 1 (EGA)\\
Monkey Island 1 (VGA)\\
Monkey Island 2\\
Zak McKracken (EGA)\\
Zak McKracken (256 color FM Towns version)\\
\\
Beneath a Steel Sky (bypassed with permission from Revolution)\\
\\
\end{tabular}\\
In most cases ScummVM will still show the copy protection screen. Try entering
any answer. Chances are that it will work.
--- NEW FILE: 03_02.tex ---
\subsection{Simon the Sorcerer 1 and 2 notes}
The Simon the Sorcerer 1 \& 2 games were split into several targets to make
coding easier and to make it more clear which target should be used:\\
\begin{tabular}{ll}
       simon1dos    & Use for Simon the Sorcerer 1 for DOS (Disk)\\
       simon2dos    & Use for Simon the Sorcerer 2 for DOS (Disk)\\
       simon1talkie & Use for Simon the Sorcerer 1 Talkie for DOS (CD)\\
       simon2talkie & Use for Simon the Sorcerer 2 Talkie for DOS (CD)\\
       simon1win    & Use for Simon the Sorcerer 1 Talkie for Windows (CD)\\
       simon2win    & Use for Simon the Sorcerer 2 Talkie for Windows (CD)\\
       simon2mac    & Use for Simon the Sorcerer 2 Talkie for Amiga or Mac (CD)\\
\end{tabular}\\
\quad \\
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.\\
--- NEW FILE: 03_03.tex ---
\subsection {Broken Sword notes}
Broken Sword 1 and 2 both come with in-game cutscenes compressed using 
RAD Game Tools legacy Smacker(tm) 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.\\
\quad\\
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.\\
\quad\\
The cutscenes should be placed in the main game data directory. Note that
currently this requires either copying the game to harddisk or reburning
customised versions of the game CDs.

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\subsection{Known Problems in ScummVM 0.5.7-cvs}

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.\\
\quad \\
Indiana Jones \& the Last Crusade (EGA):
  \begin{itemize}
  \item In some rooms Indy may be able to walk to odd places
  \end{itemize}
Indiana Jones \& the Last Crusade (256):
  \begin{itemize}
  \item In some rooms Indy may be able to walk to odd places
  \end{itemize}
FM Towns versions:
  \begin{itemize}
  \item Kanji versions require the FM Towns Font ROM
  \item All the FM Towns versions of games are extremely rare,
                  And as the ScummVM team does not encourage piracy in any
                  way, we don't know where to buy or download a copy of these
                  games. Petition LucasArts to re-release them :)
  \end{itemize}
Loom (EGA):
  \begin{itemize}
  \item MIDI support requires the Roland update from LucasArts
  \end{itemize}
Monkey Island 1 (EGA):
  \begin{itemize}
  \item MIDI support requires the Roland update from LucasArts
  \end{itemize}
Sam and Max:
  \begin{itemize}
  \item Highway subgame does not behave correctly.
  \item Music is broken under Dreamcast, causing game freezes
  \end{itemize}
Beneath a Steel Sky:
  \begin{itemize}
  \item Floppy demo does not work at all
  \item Amiga versions aren't supported and probably never will be
  \item Not a bug: CD version is missing speech for some dialog
  \item ScummVM 0.5.0 contained a bug in the savegame system.
                  If you experience problems using an old savegame, it may be
                  corrupt, and you will need to start a new game using this
                  version.
  \end{itemize}
Simon the Sorcerer 2:
  \begin{itemize}
  \item Only default language (English) in data files is supported in simon2mac
  \item F10 key animation in simon2mac is different compared to
        original game
  \end{itemize}
Curse of Monkey Island:
  \begin{itemize}
  \item The "Pirate Song" scene does not play correctly 
  \item Some minor graphical glitches remain
  \end{itemize}
All CD games:
  \begin{itemize}
  \item 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.
  \end{itemize}
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\section{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!\\
\quad \\
\begin{tabular}{lll}
Windows         & SDL\\
Windows CE      & 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\\
Acorn (RiscOS)  & ???\\
Dreamcast       & Custom backend \\
GP32            & Custom backend\\
PalmOS          & Custom backend\\
UNIX            & SDL    &(Linux, Solaris, IRIX, *BSD)\\
\end{tabular}\\
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).\\
\quad \\
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).


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\section{Running ScummVM}

Before you run the engine, you need to put the game's 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.\\
\quad \\
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.\\
\quad \\
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.\\
\quad \\
ScummVM can also be launched into a game directly using Command Line
arguments - see the next section.

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\subsection{Command Line Options}

Usage: scummvm [OPTIONS]... [GAME]\\
\begin{tabular}{ll}
  [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.\\
\\
  -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\\
\\
  -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)\\
  -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)\\
  --joytick[=NUM]         &Enable input with joystick (default: 0 = first\\
                          &joystick)\\
  --platform=WORD         &Specify version of game (allowed values: amiga,\\
                          &atari, mac, pc)\\
  --multi-midi            &Enable combination of Adlib and native MIDI\\
  --native-mt32           &True Roland MT-32 (disable GM emulation)\\
  --aspect-ratio          &Enable aspect ratio correction\\
\\
  --floppy-intro          &Use floppy version intro for Beneath a Steel Sky CD\\
  --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 (default: 60)\\
\end{tabular}\\
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.\\
\quad \\
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:

\begin{center}
  http://www.scummvm.org/compatibility.php
\end{center}

Examples:
\begin{itemize}
\item Win32:\\
Running Monkey Island, fullscreen, from a hard disk:
\begin{verbatim}
C:\Games\LucasArts\scummvm.exe -f 
                   -pC:\Games\LucasArts\monkey\ monkey
\end{verbatim}
  Running Full Throttle from CD, fullscreen and with subtitles enabled:
\begin{verbatim}
C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
\end{verbatim}
 \item Unix:\\
  Running Monkey Island, fullscreen, from a hard disk:
\begin{verbatim}
/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
\end{verbatim}
  Running Full Throttle from CD, fullscreen and with subtitles enabled:
\begin{verbatim}
/path/to/scummvm -f -n -p/cdrom/resource/ ft
\end{verbatim}
\end{itemize}
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--- NEW FILE: 05_02.tex ---
\subsection{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.\\
\begin{itemize}
\item Maniac Mansion and Zak McKracken:
  \begin{itemize}
   \item en  - English (default)
   \item de  - German
   \item fr  - French
   \item it  - Italian
   \item es  - Spanish
  \end{itemize}
\item The Dig
  \begin{itemize}
  \item jp  - Japanese
  \item zh  - Chinese
  \item kr  - Korean 
  \end{itemize}
\item Curse of Monkey Island
  \begin{itemize}
  \item en  - English (default)
  \item de  - German
  \item fr  - French
  \item it  - Italian
  \item pt  - Portuguese
  \item es  - Spanish
  \item jp  - Japanese
  \item zh  - Chinese
  \item kr  - Korean
  \end{itemize}
\item Beneath a Steel Sky
  \begin{itemize}
  \item gb  - English (Great Britain) (default)
  \item en  - English USA
  \item de  - German
  \item fr  - French
  \item it  - Italian
  \item pt  - Portuguese
  \item es  - Spanish
  \item se  - Swedish
  \end{itemize}
\item Simon the Sorcerer 1 \& 2
  \begin{itemize}
  \item en  - English (default)
  \item de  - German
  \item fr  - French
  \item it  - Italian
  \item es  - Spanish
  \item hb  - Hebrew
  \end{itemize}
\item Broken Sword 1
  \begin{itemize}
  \item en  - English (default)
  \item de  - German
  \item fr  - French
  \item it  - Italian
  \item es  - Spanish
  \item pt  - Portuguese
  \item cz  - Czech
  \end{itemize}
\end{itemize}
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\subsection {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.\\
They are:\\
\begin{tabular}[h]{ll}
  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.\\
\end{tabular}\\

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

\begin{verbatim}
    scummvm -g advmame2x monkey2
\end{verbatim}
\begin{enumerate}
\item [Note \#1] Not all backends support all or any filters. The ones
  listed above are for the default SDL backend.
\item [Note \#2] Filters can be very slow when ScummVM is compiled in a
  debug configuration without optimizations. And there is always a
  speed impact when using any form of anti-aliasing/linear filtering.
\item [Note \#3] The Fm Towns version of Zak (zaktowns target) uses an
  original resolution of 320x240 - hence for this game scalers will
  scale to 640x480 or 960x720.
\end{enumerate}
--- NEW FILE: 05_04.tex ---

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\subsection{Hot Keys}
ScummVM supports various in game hotkeys. They differ between the SCUMM and
Simon games.
\begin{itemize}
\item Common:\\
  \begin{tabular}{ll}
    Ctrl-z OR Alt-x        & Quit\\
    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             & Toggle aspect-ratio correction on/off.\\
                           & 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.\\
  \end{tabular}
\item Scumm:\\
  \begin{tabular}{ll}
    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\\
    Alt-Enter              & Toggles full screen/windowed\\
    Enter                  & Simulate left mouse button press\\
    Tab                    & Simulate right mouse button press\\
  \end{tabular}
\item Simon:\\
  \begin{tabular}{ll}
    Ctrl 0-9 and Alt 0-9   & Load and save game state\\
    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)\\
  \end{tabular}
\item Beneath a Steel Sky:\\
  \begin{tabular}{ll}
    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.\\
  \end{tabular}
\end{itemize}
Note that using ctrl-f and ctrl-g are not recommended: games can crash when
being ran faster than their normal speed, as scripts will lose synchronisation.
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\subsection {Using data files from Macintosh game versions}
All LucasArts SCUMM based adventures except CMI also exist in versions for the
Macintosh. ScummVM can use most (all?) of them, however, in some case some
additional work is required. First off, if you are not using a Macintosh for
this, accessing the CD/floppy data might be tricky. There are various tools on
the net for this, though.\\
\quad\\
Secondly, most of the newer games shipped only with a  single data file on the
Macintosh. You first have to run the 'rescumm' tool from the scummvm-tools
package to extract the data files ScummVM expects. You invoke rescumm like
this (where DATAFILE is the path to the single big data file):\\
\begin{verbatim}
   rescumm DATAFILE
\end{verbatim}
It will extract the data into the current directory, so make sure to
run it from a writable directory.
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--- NEW FILE: 06.tex ---
\section {Savegames}
Savegames are by default put in the current directory. You can specify the save
in the config file by setting the savepath parameter. See the example config
file later in this readme.\\
~\\
You can also use the environment variable SCUMMVM\_SAVEPATH to specify where to
put save games. Don't forget the trailing directory separator. Also be aware
that saved games may break between ScummVM releases.\\
~\\
Bash (Unix) example:
\begin{verbatim}
        export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
\end{verbatim}
Windows example:
\begin{verbatim}
        set SCUMMVM_SAVEPATH=C:\saved_games\
\end{verbatim}

%%next section
\input {06_01.tex}
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--- NEW FILE: 06_01.tex ---
\subsection {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.

--- NEW FILE: 07.tex ---

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\section{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.\\
\begin{tabular}[h]{ll}
  adlib     & Uses internal Adlib Emulation (default)\\
  pcjr      & Uses internal PCjr Emulation \\
  pcspk     & Uses internal PC Speaker Emulation\\
  towns     & Uses FM-Towns YM2612 Emulation\\
  windows   & Windows MIDI. Uses built-in sequencer, for Windows users\\
  seq       & Uses /dev/sequencer for MIDI, *nix users. See below.\\
  qt        & Quicktime sound, for Macintosh users.\\
  core      & CoreAudio sound, for MacOS X users.\\
  amidi     & Uses the MorphOS MIDI system, for MorphOS users\\
  alsa      & Output using ALSA sequencer device. See below.\\
  null      & Null output. Don't play any music.\\
\end{tabular}\\
~\\
To select a sound driver, pass its name via the '-e' option to scummvm,
for example:
\begin{verbatim}
   scummvm -e adlib monkey2
\end{verbatim}

\input {07_01.tex}
\input {07_02.tex}
\input {07_03.tex}
\input {07_04.tex}
\input {07_05.tex}
--- NEW FILE: 07_01.tex ---

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\subsection{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.
--- NEW FILE: 07_02.tex ---

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\subsection{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 emulation using the -eadlib option.  However, if you are capable
of using native MIDI, we recommend using one of the MIDI modes below for best
sound.

--- NEW FILE: 07_03.tex ---

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\subsection{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.

--- NEW FILE: 07_04.tex ---

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\subsection{Playing sound with Sequencer MIDI}

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.


\subsubsection{Playing sound with ALSA sequencer}

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 
\begin{verbatim}
     aconnect -o -l
\end{verbatim}
This should give output similar to:

\begin{verbatim}
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 '
\end{verbatim}
%
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:
\begin{verbatim}
  sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
\end{verbatim}
%
If you have a WaveTable capable sound card, you have to load a sbk or sf2
soundfont using the sfxload software\\
Example:
\begin{verbatim}
  sfxload /path/to/8mbgmsfx.sf2
\end{verbatim}
%
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:
\begin{verbatim}
  timidity -iAqqq -B2,8 -Os1S -s 44100 &
\end{verbatim}
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):
\begin{verbatim}
  fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
\end{verbatim}
%
Once either TiMidity or FluidSynth are running, use
\begin{verbatim}
      aconnect -o -l
\end{verbatim}
as described earlier in this section.
--- NEW FILE: 07_05.tex ---

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\subsection{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. You'll 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:

\begin{verbatim}
  lame -t -q 0 -b 96 track1.wav track1.mp3
\end{verbatim}


\subsubsection{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. You'll 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:

\begin{verbatim}
  oggenc -q 5 track1.wav
\end{verbatim}


\subsubsection{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.

\begin{verbatim}
  extract monster.sou
\end{verbatim}
%
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.


\subsubsection{Compressing MONSTER.SOU with Ogg Vorbis}

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

\begin{verbatim}
  extract --vorbis monster.sou
\end{verbatim}
%
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.


\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2}

Use our simon2mp3 util from the scummvm-tools package to perform
this task, and ScummVM must be compiled with MAD or VORBIS support.\\

\begin{tabular}[h]{ll}
  simon2mp3 effects    &(For simon1acorn)\\
  simon2mp3 simon      &(For simon1acorn)\\
  simon2mp3 effects.voc&(For simon1talkie)\\
  simon2mp3 simon.voc  &(For simon1talkie)\\
  simon2mp3 simon.wav  &(For simon1win)\\
  simon2mp3 simon2.voc &(For simon2talkie)\\
  simon2mp3 simon2.wav &(For simon2win)\\
\end{tabular}\\
~\\
For Ogg Vorbis add --vorbis, ie

\begin{verbatim}
  simon2mp3 --vorbis
\end{verbatim}
%
Eventually you will have a much smaller *.mp3 or *.ogg file, copy this
file to your game dir. You can safely remove the old file.

--- NEW FILE: 08.tex ---

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\section{Configurations Files}


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

\begin{itemize}
\item Windows: <windir>$\backslash$ scummvm.ini
\item  Unix: ~/.scummvmrc 
\item Mac OS X: ~/Library/Preferences/ScummVM Preferences 
\item Others: scummvm.ini in the current directory
\end{itemize}
%
An example config file looks as follows:
%
\begin{verbatim}
        [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=55
        savepath=C:\loom\saves\
        
        [monkey2]
        path=C:\amiga_mi2\
        music_driver=windows
        amiga=true
\end{verbatim}
%
The following keywords are recognized:

\begin{tabular}[hf]{lll}
        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)\\
        subtitles      &bool     Set to true to enable subtitles.\\
        talkspeed      &number   Text speed (default: 60)\\
\\
        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.\\
        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)\\
\\
        copy\_protection&bool     Enable copy protection in SCUMM games ,when\\
                        &         ScummVM disables it by default.\\
        demo\_mode      &bool     Start demo in Maniac Mansion (Classic version)\\
        floppy\_intro   &bool     Use floppy version of introduction in Beneath\\
                        &         a Steel Sky (CD version)\\
\\
        boot\_param     &number   Pass this number to the boot script\\
        debuglevel      &number   Enable debug output. The higher number, the\\
                        &         more verbose output.\\
\end{tabular}\\
~\\
Broken Sword II adds the following non-standard keywords:\\
\begin{tabular}[h]{lll}
        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\\
        speech\_volume  &number  &The speech volume setting (0-255)\\
\end{tabular}\\
~\\
Flight of the Amazon Queen adds the following non-standard keywords:\\
\begin{tabular}[h]{lll}
        alt\_intro      &bool    &Use alternative version of introduction\\
        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\\
\end{tabular}\\
Simon the Sorcerer 1 \& 2 add the following non-standard keywords:\\
~\\
\begin{tabular}[h]{lll}
        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]\\
\end{tabular}

--- NEW FILE: 09.tex ---

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\section{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.\\
~\\
You can also comment/uncomment appropriate lines in the build.rules file to
use sdl\_gl.cpp instead of sdl.cpp. This allows hardware accelerated bilinear
filtering by using OpenGL textures.\\
~\\
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:
  \begin{itemize}
  \item Type ./configure
  \item Type make (or gmake if that's what GNU make is called on your
        system) and hopefully ScummVM will compile for you.
  \end{itemize}
MingW -  Windows 5/98/ME/NT/2000/XP/2003:
  \begin{itemize}
  \item Open Makefile.mingw, alter SDL paths and choose compiling
    options.
  \item Type make -f Makefile.mingw,  hopefully ScummVM will compile for you.
  \end{itemize}
MS Visual C++:
  \begin{itemize}
  \item Open the workspace, scummwm.dsw
  \item Enter the path to the SDL include files in
    Tools|Options|Directories
  \item Now it should compile successfully. 
  \end{itemize}
PocketPC Windows CE:
  \begin{itemize}
  \item Download the SDLAudio library:\\
    http://arisme.free.fr/PocketScumm/sources/SDLAudio-1.2.3-src.zip
  \item Open and compile the SDLAudio WCEBuild/WCEBuild workspace in
    EVC++
  \item Open the ScummVM wince/PocketScumm workspace
  \item Enter the SDLAudio directory to your includes path
  \item Enter the compiled SDLAudio.lib to your link libraries list
  \item Now it should compile successfully
  \end{itemize}
Debian GNU/Linux:
  \begin{itemize}
  \item Install the packages 'build-essential', 'fakeroot', 'debhelper',
          and 'libsdl1.2-dev' on your system.
  \item nstall any of these packages (optional): 'libvorbis-dev' (for Ogg
          Vorbis support), 'libasound2-dev' (for ALSA sequencer support),
          'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed
          saves support).
  \item Run 'make deb'
  \item Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
  \end{itemize}
Mac OS X:
\begin{itemize}
\item Make sure you have the developer tools installed.
\item Edit backends/sdl/build.rules, and enable the Mac OS X specific 
      line(s).
\item Depending on where you have installed SDL, you have to add the
      location of its headers to the INCLUDES variables. For example if you
      installed SDL via Fink, you can add this at the end of build.rules:
      INCLUDES+= -I/sw/include
\item You can now 'make' to create a command line binary.
\item To get a version you can run from Finder, type 'make bundle' which
      will create ScummVM.app.
\end{itemize}
--- NEW FILE: 10.tex ---

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\section{Credits}
\begin{itemize}
\item The ScummVM Team:\\
  \begin{tabular}[h]{ll}
    James Brown          & Lead developer\\
    Max Horn             & Lead developer\\
    Torbjorn Andersson   & Engine: SCUMM, Broken Sword II\\
    David Eriksson       & Engine: Flight of the Amazon Queen\\
    Robert Goeffringmann & Engine: Beneath a Steel Sky (maintainer)\\
    Jonathan Gray        & Engine: SCUMM, Broken Sword II\\
    Oliver Kiehl         & Engine: Beneath a Steel Sky, Simon\\
    Pawel Kolodziejski   & Engine: SCUMM (Codecs, iMUSE, Smush, etc.)\\
    Gregory Montoir      & Engine: Flight of the Amazon Queen\\
    Joost Peters         & Engine: Beneath a Steel Sky,\\
                         &         Flight of the Amazon Queen\\
    Eugene Sandulenko    & Engine: SCUMM (FT INSANE, bugfixes)\\
    Chris Apers          & Port: PalmOS\\
    Nicolas Bacca        & Port: PocketPC/WinCE port\\
    Marcus Comstedt      & Port: Dreamcast\\
    Ruediger Hanke       & Port: MorphOS\\
    Travis Howell        & Port: Win32, Engine: Simon (maintainer)\\
    Peter Moraliyski     & Port: GP32\\
    Lionel Ulmer         & Port: X11\\
    Jamieson Christian   & iMUSE, MIDI, all things musical.\\
    Jochen Hoenicke      & Speaker \& PCjr sound support, Adlib work\\
    Jeremy Newman        & Webmaster\\
  \end{tabular}
\item Retired Team Members:\\
  \begin{tabular}[h]{ll}
    Ralph Brorsen        & Help with GUI implementation\\
    Vincent Hamm         & Co-Founder\\
    Felix Jakschitsch    & Zak256 reverse engineering\\
    Mutwin Kraus         & Original MacOS porter\\
    Ludvig Strigeus      & Original ScummVM and SimonVM author\\
  \end{tabular}
\item Contributors:\\
  \begin{tabular}{ll}
    Andreas Rover        & Broken Sword 1/2 MPEG2 cutscene support\\
    Quietust             & Sound support for Amiga SCUMM V2 - V3 games\\
    Stuart Caie          & Decoders for Simon 1 Amiga data files\\
    Janne Huttunen       & V3 actor mask support, Dig/FT Smush audio\\
    Kovacs Endre Janos   & Several fixes for Simon1\\
    Jeroen Janssen       & Numerous readability and bugfix patches\\
    Claudio Matsuoka     & Daily Linux/BeOS builds \\
    Mikesch Nepomuk      & MI1 VGA floppy patches.\\
    Nicolas Noble        & Config file and ALSA support\\
    Edward Rudd          & Fixes for playing MP3 versions of MI1/Loom audio\\
    Daniel Schepler      & Final MI1 CD music support/\\
                         & Initial Ogg Vorbis support\\
    Andre Souza          & SDL-based OpenGL renderer\\
    Tim 'realmz'         & Initial MI1 CD music support\\
    Tore Anderson        & Packaging for Debian GNU/Linux\\
    Hannes Niederhausen  & Readme Conversion\\
  \end{tabular}\\
~\\
And to all the contributors, users, and beta testers we've missed.\\
Thanks!
\item Special thanks to:\\
  \begin{tabular}{ll}
    Sander Buskens  & For his work on the initial reversing of Monkey2\\
    Kevin Carnes    & For Scumm16, the basis of ScummVM older gfx codec\\
    Jim Leiterman   & Various info on his Fm Towns/Marty SCUMM ports\\
    Jimmi Thogersen & For ScummRev, and much obscure code/documentation\\
  \end{tabular}\\
~\\
  Tony Warriner and everyone at Revolution Software Ltd. for sharing
  with us the source of some of their brilliant games, allowing us to
  release Beneath a Steel Sky as freeware... and generally being
  supportive above and beyond the call of duty.\\
  ~\\
  Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at
  LucasFilm/LucasArts who made SCUMM the insane mess to reimplement
  that it is today. Feel free to drop us a line and tell us what you
  think, guys!
\end{itemize}
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\documentclass [a4paper,12pt]{article}
%\author {Hannes Niederhausen}
\title {ScummVM ReadMe}

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\usepackage {fancyhdr}
\usepackage [latin1] {inputenc}

\date {2004/01/18}

\begin{document}
%
\pagestyle {empty}
\fancyhf {}
\fancyhead [LE, RO] {\thepage}
\fancyhead [RE, LO] {ScummVM ReadMe}
\renewcommand {\headrulewidth} {1pt}
%
\maketitle
\newpage
\thispagestyle {empty}
\tableofcontents
%
\newpage
\pagestyle {fancy}
\input {01.tex}
\input {02.tex}
\input {03.tex}
\input {04.tex}
\input {05.tex}
\input {06.tex}
\input {07.tex}
\input {08.tex}
\input {09.tex}
\input {10.tex}

\end {document}




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