[Scummvm-cvs-logs] CVS: scummvm/doc 03_05a.tex,NONE,1.1 03.tex,1.10,1.11 03_01.tex,1.5,1.6 07_05.tex,1.7,1.8 07_06.tex,1.1,1.2

Eugene Sandulenko sev at users.sourceforge.net
Thu Jul 28 06:54:14 CEST 2005


Update of /cvsroot/scummvm/scummvm/doc
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22173/doc

Modified Files:
	03.tex 03_01.tex 07_05.tex 07_06.tex 
Added Files:
	03_05a.tex 
Log Message:
o Update documentation on ITE and Gob1.
o Fix line endings in 07_06.tex


--- NEW FILE: 03_05a.tex ---
\subsection{Inherit the Earth notes}
In order to run MacOS X wyrmkeep rerelease of the game you will need to copy
over data from the CD to hard drive. If you're on PC then consult

\url{http://www.scummvm.org/documentation.php?view=maccd-howto}

Although it talks about SCUMM games, it describes HFVExplorer utility. Note
that you will need to put speech data "Inherit the Earth Voices" in same
directory as game data which is stored in

\begin{verbatim}
  Inherit the Earth.app/Contents/Resources
\end{verbatim}

\subsection{Gobliiins notes}
CD version of Gobliiins contains one big audio track which needs to be ripped
and copied into game directory. See section \ref{sect-compressing-audiofiles}.


Index: 03.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/03.tex,v
retrieving revision 1.10
retrieving revision 1.11
diff -u -d -r1.10 -r1.11
--- 03.tex	24 Feb 2005 07:53:02 -0000	1.10
+++ 03.tex	28 Jul 2005 13:52:45 -0000	1.11
@@ -50,6 +50,8 @@
     Broken Sword I&                                [Game: sword1]\\
     Broken Sword II&                               [Game: sword2]\\
     Flight of the Amazon Queen&                    [Game: queen]\\
+    Gobliiins&                                     [Game: gob1]\\
+    Inherit the Earth: Quest for the Orb&          [Game: ite]\\
      Simon the Sorcerer 1&                         [Game: simon1acorn/\\
      &                                                    simon1dos/\\
      &                                                    simon1talkie]\\
@@ -94,5 +96,7 @@
 \input {03_04.tex}
 %% next section
 \input {03_05.tex}
+%next section
+\input {03_05a.tex}
 %% next section
 \input {03_06.tex}

Index: 03_01.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/03_01.tex,v
retrieving revision 1.5
retrieving revision 1.6
diff -u -d -r1.5 -r1.6
--- 03_01.tex	13 Dec 2004 08:00:25 -0000	1.5
+++ 03_01.tex	28 Jul 2005 13:52:45 -0000	1.6
@@ -20,7 +20,8 @@
 Zak McKracken (EGA)\\
 Zak McKracken (FM-TOWNS version)\\
 \\
-Beneath a Steel Sky (bypassed with permission from Revolution)
+Beneath a Steel Sky (bypassed with permission from Revolution)\\
+Inherit the Earth: Quest for the Orb
 \end{tabular}
 
 In some cases ScummVM will still show the copy protection screen. Try entering

Index: 07_05.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_05.tex,v
retrieving revision 1.7
retrieving revision 1.8
diff -u -d -r1.7 -r1.8
--- 07_05.tex	14 Oct 2004 10:33:48 -0000	1.7
+++ 07_05.tex	28 Jul 2005 13:52:46 -0000	1.8
@@ -5,10 +5,11 @@
 %%% End: 
 
 \subsection{Using compressed audiofiles (MP3, Ogg Vorbis, Flac)}
+\label{sect-compressing-audiofiles}
 
 \subsubsection{Using MP3 files for CD audio}
 
-Use LAME or some other MP3 encoder to rip the cd audio tracks to files. Name
+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 

Index: 07_06.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_06.tex,v
retrieving revision 1.1
retrieving revision 1.2
diff -u -d -r1.1 -r1.2
--- 07_06.tex	16 Jul 2004 10:26:24 -0000	1.1
+++ 07_06.tex	28 Jul 2005 13:52:46 -0000	1.2
@@ -1,33 +1,32 @@
-

-%%% Local Variables: 

-%%% mode: latex

-%%% TeX-master: "readme"

-%%% End: 

-

-\subsection{Output sample rate}

-

-The output sample rate tells ScummVM how many sound samples to play per channel

-per second. There is much that could be said on this subject, but most of it

-would be irrelevant here. The short version is that for most games 22050 Hz is

-fine, but in some cases 44100 Hz is preferable. On extremely low-end systems

-you may want to use 11025 Hz, but it's unlikely that you have to worry about

-that.

-

-To elaborate, most of the sounds ScummVM has to play were sampled at either

-22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the

-quality of these sounds. Hence, 22050 Hz is fine.

-

-Some games use CD audio. If you use compressed files for this, they are

-probably sampled at 44100 Hz, so for these games that may be a better choice of

-sample rate.

-

-When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM

-is responsible for generating the samples. Usually 22050 Hz will be plenty for

-these, but there is at least one piece of Adlib music in Beneath a Steeel Sky

-that will sound a lot better at 44100 Hz.

-

-Using frequencies in between is not recommended. For one thing, your sound card

-may not support it. In theory, ScummVM should fall back on a sensible frequency

-in that case, but don't count on it. More importantly, ScummVM has to resample

-all sounds to its output frequency. This is much easier to do well if the

-output frequency is a multiple of the original frequency.

+%%% Local Variables: 
+%%% mode: latex
+%%% TeX-master: "readme"
+%%% End: 
+
+\subsection{Output sample rate}
+
+The output sample rate tells ScummVM how many sound samples to play per channel
+per second. There is much that could be said on this subject, but most of it
+would be irrelevant here. The short version is that for most games 22050 Hz is
+fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
+you may want to use 11025 Hz, but it's unlikely that you have to worry about
+that.
+
+To elaborate, most of the sounds ScummVM has to play were sampled at either
+22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
+quality of these sounds. Hence, 22050 Hz is fine.
+
+Some games use CD audio. If you use compressed files for this, they are
+probably sampled at 44100 Hz, so for these games that may be a better choice of
+sample rate.
+
+When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
+is responsible for generating the samples. Usually 22050 Hz will be plenty for
+these, but there is at least one piece of Adlib music in Beneath a Steeel Sky
+that will sound a lot better at 44100 Hz.
+
+Using frequencies in between is not recommended. For one thing, your sound card
+may not support it. In theory, ScummVM should fall back on a sensible frequency
+in that case, but don't count on it. More importantly, ScummVM has to resample
+all sounds to its output frequency. This is much easier to do well if the
+output frequency is a multiple of the original frequency.





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