[Scummvm-cvs-logs] CVS: scummvm/doc 03_07.tex,NONE,1.1 03_08.tex,NONE,1.1 03_09.tex,NONE,1.1 03_10.tex,NONE,1.1 03_11.tex,NONE,1.1 03.tex,1.17,1.18 03_06.tex,1.2,1.3 07.tex,1.8,1.9 07_02.tex,1.2,1.3 07_03.tex,1.3,1.4 07_04.tex,1.3,1.4 07_05.tex,1.9,1.10 07_06.tex,1.3,1.4 03_05a.tex,1.7,NONE 07_02a.tex,1.1,NONE 07_02b.tex,1.2,NONE

kirben kirben at users.sourceforge.net
Thu Jan 19 16:13:01 CET 2006


Update of /cvsroot/scummvm/scummvm/doc
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv22048

Modified Files:
	03.tex 03_06.tex 07.tex 07_02.tex 07_03.tex 07_04.tex 
	07_05.tex 07_06.tex 
Added Files:
	03_07.tex 03_08.tex 03_09.tex 03_10.tex 03_11.tex 
Removed Files:
	03_05a.tex 07_02a.tex 07_02b.tex 
Log Message:

Sync. updates and section numbers.


--- NEW FILE: 03_07.tex ---
\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}.

--- NEW FILE: 03_08.tex ---
\subsection{The Legend of Kyrandia notes}
To run The Legend of Kyrandia under ScummVM you need the kyra.dat file,
which can be found in the Downloads section of the ScummVM website.

Please note that as the menu system is not yet implemented, the
only way of saving and loading is to use Alt+0-9 (for saving) and
Ctrl+0-9 (for loading). Additionally, you must use 'q' to exit the
game.

--- NEW FILE: 03_09.tex ---
\subsection{Maniac Mansion NES notes}
Supported versions are English USA (E), French (F), Swedish (SW) and 
European (U). ScummVM requires just PRG section to run and not whole ROM.

In order to get the game working, you will have to strip out the first
16 bytes from the ROM you are trying to work with. Any hex editor will work 
as long as you are able to copy/paste.  After you open the ROM with the 
hex editor, copy everything from second row (17th byte) to the end. After
you do this, paste it to a new hex file. Give the new file name 
"Maniac Mansion (XX).prg" where XX depends on version you are  working 
with (E, F, SW, or U).  The final size should be exactly 262144 bytes.

If you add game manually make sure that platform is set to NES.

Most common mistakes which prevent game from running:

\begin{itemize}
  \item Bad file
  \item ROM extracted with the 0.7.0 tools
  \item You try to feed ScummVM with the FULL rom and not just the PRG section.
\end{itemize}

Also it is possible to extract separate LFL files from PRG section. Use
extract\_mm\_nes utility from tools package.

--- NEW FILE: 03_10.tex ---
\subsection{Commodore64 games notes}
Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
playable. Either use extract\_mm\_c64 (but then game will not be autodetected)
or name D64 disks as "maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64"
respectively. If you add the game manually, make sure that platform is set to
Commodore64.

--- NEW FILE: 03_11.tex ---

%%% Local Variables: 
%%% mode: latex
%%% TeX-master: "readme"
%%% End: 

\subsection{Known Problems in ScummVM 0.9.0CVS}

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
section \ref{sect-reporting-bugs}.

CD Audio Games:
  \begin{itemize}
  \item When playing games that use CD Audio (Towns variants, Loom CD, etc),
                 users of Microsoft Windows 2000/XP may experience random crashes.
                 This is due to a long-standing Windows bug, resulting in corrupt
                 game files being read from the CD. Please copy the game data to
                 your harddrive to avoid this.
  \end{itemize}
Monkey Island 1 (EGA):
Loom (EGA):
  \begin{itemize}
  \item MIDI support requires the Roland update from LucasArts
  \end{itemize}
Beneath a Steel Sky:
  \begin{itemize}
  \item Amiga versions aren't supported
  \item Floppy demo aren't supported
  \item Not a bug: CD version is missing speech for some dialog, this is
                 normal
  \end{itemize}
Broken Sword 1:
  \begin{itemize}
  \item Macintosh version isn't supported
  \item PlayStation 1 version isn't supported
  \end{itemize}
Broken Sword 2:
  \begin{itemize}
  \item PlayStation 1 version isn't supported
  \end{itemize}
Flight of the Amazon Queen:
  \begin{itemize}
  \item Amiga versions aren't supported
  \end{itemize}
Inherit the Earth:
  \begin{itemize}
  \item Amiga version isn't supported
  \end{itemize}
Simon the Sorcerer 2:
  \begin{itemize}
  \item Combined speech and subtitles will often cause speech to be
                 cut off early, this is limitation of original game.
  \item Only default language (English) in data files is supported
                 in Amiga and Macintosh versions.
  \end{itemize}
FM-TOWNS versions:
  \begin{itemize}
  \item Kanji versions require the FM-TOWNS Font ROM
  \end{itemize}


Index: 03.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/03.tex,v
retrieving revision 1.17
retrieving revision 1.18
diff -u -d -r1.17 -r1.18
--- 03.tex	30 Dec 2005 02:59:56 -0000	1.17
+++ 03.tex	20 Jan 2006 00:12:02 -0000	1.18
@@ -17,17 +17,17 @@
 \item SCUMM Games by LucasArts:\\
   \begin {tabular} [h] {ll}
     Maniac Mansion&                                [Game: maniac]\\
-    Zak McKracken&                                 [Game: zak]\\
+    Zak McKracken and the Alien Mindbenders&       [Game: zak]\\
     Indiana Jones \& the Last Crusade&             [Game: indy3]\\
     Loom&                                          [Game: loom]\\
-    Monkey Island 1&                               [Game: monkey]\\
-    Monkey Island 2&                               [Game: monkey2]\\
+    The Secret of Monkey Island&                   [Game: monkey]\\
+    Monkey Island 2: LeChuck's Revenge&            [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]\\
+    Sam \& Max Hit the Road&                       [Game: samnmax]\\
     Full Throttle&                                 [Game: ft]\\
-    Curse of Monkey Island&                        [Game: comi]\\
+    The Dig&                                       [Game: dig]\\
+    The Curse of Monkey Island&                    [Game: comi]\\
   \end{tabular}
 \item SCUMM Games by Humongous Entertainment:\\
   \begin{tabular}[h]{ll}
@@ -47,8 +47,6 @@
     Pajama Sam 1: No Need to Hide When It's Dark Outside&          [Game: pajama]\\
     Pajama Sam 2: Thunder and Lightning Aren't so Frightening&     [Game: pajama2]\\
     Pajama Sam's Sock Works&                                       [Game: socks]\\
-    Putt-Putt's Fun Pack&                                          [Game: funpack]\\
-    Putt-Putt \& Fatty Bear's Activity Pack&                       [Game: activity]\\
     Putt-Putt Goes To The Moon&                                    [Game: puttmoon]\\
     Putt-Putt Enters the Race&                                     [Game: puttrace]\\
     Putt-Putt Joins the Circus&                                    [Game: puttcircus]\\
@@ -57,6 +55,8 @@
     Putt-Putt Travels Through Time&                                [Game: putttime]\\
     Putt-Putt and Pep's Balloon-O-Rama&                            [Game: balloon]\\
     Putt-Putt and Pep's Dog on a Stick&                            [Game: dog]\\
+    Putt-Putt \& Fatty Bear's Activity Pack&                       [Game: activity]\\
+    Putt-Putt's Fun Pack&                                          [Game: funpack]\\
     Spy Fox 1: Dry Cereal&                                         [Game: spyfox]\\
     Spy Fox 2: Some Assembly Required&                             [Game: spyfox2]\\
     Spy Fox in Cheese Chase&                                       [Game: chase]\\
@@ -65,13 +65,13 @@
 \item Other Games:\\ 
   \begin{tabular}[h]{ll}
     Beneath a Steel Sky&                           [Game: sky]\\
-    Broken Sword 1&                                [Game: sword1]\\
-    Broken Sword 2&                               [Game: sword2]\\
+    Broken Sword 1: The Shadow of the Templars&    [Game: sword1]\\
+    Broken Sword 2: The Smoking Mirror&            [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: simon1]\\
-     Simon the Sorcerer 2&                         [Game: simon2]\\
+    Simon the Sorcerer 1&                          [Game: simon1]\\
+    Simon the Sorcerer 2&                          [Game: simon2]\\
   \end{tabular}
 
   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
@@ -108,6 +108,14 @@
 %% next section
 \input {03_05.tex}
 %next section
-\input {03_05a.tex}
-%% next section
 \input {03_06.tex}
+%% next section
+\input {03_07.tex}
+%next section
+\input {03_08.tex}
+%next section
+\input {03_09.tex}
+%next section
+\input {03_10.tex}
+%next section
+\input {03_11.tex}

Index: 03_06.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/03_06.tex,v
retrieving revision 1.2
retrieving revision 1.3
diff -u -d -r1.2 -r1.3
--- 03_06.tex	17 Oct 2005 13:42:36 -0000	1.2
+++ 03_06.tex	20 Jan 2006 00:12:02 -0000	1.3
@@ -1,14 +1,16 @@
+\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
 
-%%% Local Variables: 
-%%% mode: latex
-%%% TeX-master: "readme"
-%%% End: 
+\url{http://www.scummvm.org/documentation.php?view=maccd-howto}
 
-\subsection{Known Problems in ScummVM 0.9.0CVS}
+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
 
-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
-section \ref{sect-reporting-bugs}.
+\begin{verbatim}
+  Inherit the Earth.app/Contents/Resources
+\end{verbatim}
 
-This is a development version. It probably has a LOT of problems. 
+For old Mac OS9 release you will need to copy files in MacBinary format,
+i.e. they should have both resource and data forks. Just copy all 'ITE *' files.

Index: 07.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07.tex,v
retrieving revision 1.8
retrieving revision 1.9
diff -u -d -r1.8 -r1.9
--- 07.tex	14 Jan 2006 17:28:20 -0000	1.8
+++ 07.tex	20 Jan 2006 00:12:02 -0000	1.9
@@ -35,10 +35,10 @@
 \end{verbatim}
 
 \input {07_01.tex}
-\input {07_02b.tex}
-\input {07_02a.tex}
 \input {07_02.tex}
 \input {07_03.tex}
 \input {07_04.tex}
 \input {07_05.tex}
 \input {07_06.tex}
+\input {07_07.tex}
+\input {07_08.tex}

Index: 07_02.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_02.tex,v
retrieving revision 1.2
retrieving revision 1.3
diff -u -d -r1.2 -r1.3
--- 07_02.tex	21 Oct 2004 22:37:31 -0000	1.2
+++ 07_02.tex	20 Jan 2006 00:12:02 -0000	1.3
@@ -4,12 +4,20 @@
 %%% TeX-master: "readme"
 %%% End: 
 
-\subsection{Playing sound with MIDI emulation}
+\subsection{Playing sound with FluidSynth 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 or MT-32 emulation using the -eadlib or -emt32 options respectively.  
-However, if you are capable of using native MIDI, we recommend using one of the
-MIDI modes below for best sound.
+If ScummVM was build with libfluildsynth support it will be able to play MIDI
+music through the FluidSynth driver. You will have to specify a SoundFont to
+use, however.
+
+Since the default output volume from FluidSynth can be fairly low, ScummVM will
+set the gain by default to get a stronger signal. This can be further adjusted
+using the --midi-gain command-line option, or the ``midi\_gain'' config file
+setting.
+
+The setting can take any value from 0 through 1000, with the default being 100.
+(This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
+presumably measured in decibel.)
+
+\textbf{NOTE:} The processor requirements for FluidSynth can be fairly high in
+some cases. A fast CPU is recommended.

Index: 07_03.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_03.tex,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- 07_03.tex	13 Apr 2005 00:11:41 -0000	1.3
+++ 07_03.tex	20 Jan 2006 00:12:02 -0000	1.4
@@ -4,38 +4,19 @@
 %%% TeX-master: "readme"
 %%% End: 
 
-\subsection{Playing sound with Native MIDI}
-% FIXME: Hardcoding < and > here produces wrong output
-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.
-
-\subsubsection{Using MIDI options to customize Native MIDI output}
-ScummVM supports a variety of MIDI modes, depending on the capabilities
-of your MIDI device.
+\subsection{Playing sound with MT-32 emulation}
 
-If --native-mt32 is specified, ScummVM will treat your device as a real
-MT-32. Because the instrument mappings and system exclusive commands of
-the MT-32 vary from those of General MIDI devices, you should only
-enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
-CM-32L, CM-500, or GS device with an MT-32 map.
+Some games which contain MIDI music data also have improved tracks designed
+for MT-32 sound module. ScummVM can now emulate this card, however you should
+provide original MT-32 ROMs to make it work.
 
-If --enable-gs is specified, ScummVM will initialize your GS-compatible
-device with settings that mimic the MT-32's reverb, (lack of) chorus,
-pitch bend sensitivity, etc. If it is specified in conjunction with
---native-mt32, ScummVM will select the MT-32-compatible map and drumset on
-your GS device. This setting works better than default GM or GS emulation
-with games that do not have custom instrument mappings (Loom and Monkey1).
-You should only specify both settings if you are using a GS device that
-has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
-Please note that --enable-gs is automatically disabled in both DOTT and
-Samnmax, since they use General MIDI natively.
+MT32_PCM.ROM     - IC21 (512KB)
+MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise
 
-If neither of the above settings is enabled, ScummVM will initialize your
-device in General MIDI mode and use GM emulation in games with MT-32
-soundtracks.
+Place these ROMs in the game directory or a directory specified by extrapath.
 
-Some games contain sound effects that are exclusive to the Adlib soundtrack.
-For these games, you may wish to specify --multi-midi in order to combine
-MIDI music with Adlib sound effects.
+You don't need to specify --native-mt32 with this driver, as it automatically
+gets turned on.
 
+\textbf{NOTE:} The processor requirements for the emulator are quite high; a fast CPU is
+ strongly recommended.

Index: 07_04.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_04.tex,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- 07_04.tex	9 Feb 2004 06:51:04 -0000	1.3
+++ 07_04.tex	20 Jan 2006 00:12:02 -0000	1.4
@@ -4,83 +4,13 @@
 %%% TeX-master: "readme"
 %%% End: 
 
-\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.
+\subsection{Playing sound with MIDI emulation}
 
-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.
+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, FluidSynth MIDI emulation or MT-32 emulation using the
+-eadlib, -efluidsynth or -emt32 options respectively.  However, if you are
+capable of using native MIDI, we recommend using one of the MIDI modes below
+for best sound.

Index: 07_05.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_05.tex,v
retrieving revision 1.9
retrieving revision 1.10
diff -u -d -r1.9 -r1.10
--- 07_05.tex	18 Nov 2005 22:56:13 -0000	1.9
+++ 07_05.tex	20 Jan 2006 00:12:02 -0000	1.10
@@ -4,162 +4,38 @@
 %%% TeX-master: "readme"
 %%% 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
-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{Using Flac files for CD audio}
-Use flac or some other flac encoder to encode the audio tracks to files.
-Name the files track1.flac track2.flac etc. In your filesystem only allows 
-three letter extensions, name the files track1.fla track2.fla etc. 
-ScummVM must be compiled with flac support to use this option. You'll need to 
-rip the files from the CD as a WAV file, then encode the flac files. This can 
-be done with the following flac command line:
-\begin{verbatim}
-  flac --best track1.wav
-\end{verbatim}
-%
-Remember that the quality is always the same, varying encoder options will only
-affect the encoding time and resulting filesize. 
-
-
-\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 MONSTER.SOU with Flac}
-
-As above, but ScummVM must be compiled with Flac support. Run:
-\begin{verbatim}
-  extract --flac --best -b 1152 monster.sou
-\end{verbatim}
-%
-This should produce a smaller monster.sof file, which you should copy to your
-game directory. Remember that the quality is always the same, varying encoder
-options will only affect the encoding time and resulting  filesize. Playing
-with the blocksize (-b <value>), has the biggest impact on the resulting
-filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
-to read the encoder documentation before you use other values.
-
-
-\subsubsection{Compressing sfx/speech in Simon the Sorcerer 1 and 2}
-
-Use our simon2mp3 util from the scummvm-tools package to perform this task.
-You can choose between multiple target formats, but note that you can only use
-each if ScummVM was compiled with the respective decoder support enabled.
-
-\begin{tabular}[h]{ll}
-  simon2mp3 effects    &(For Acorn CD version of Simon 1)\\
-  simon2mp3 simon      &(For Acorn CD version of Simon 1)\\
-  simon2mp3 effects.voc&(For DOS CD version of Simon 1)\\
-  simon2mp3 simon.voc  &(For DOS CD version of Simon 1)\\
-  simon2mp3 simon.wav  &(For Windows CD version of Simon 1)\\
-  simon2mp3 simon2.voc &(For DOS CD version of Simon 2)\\
-  simon2mp3 simon2.wav &(For Windows CD version of Simon 2)\\
-  simon2mp3 mac        &(For Macintosh version of Simon 2)\\
-\end{tabular}
-
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
-  simon2mp3 --vorbis
-\end{verbatim}
-%
-For Flac add --flac and optional parameters, i.e.
-\begin{verbatim}
-  simon2mp3 --flac --best -b 1152 
-\end{verbatim}
-%
-Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
-file to your game dir. You can safely remove the old file.
-
-\subsubsection{Compressing speech/music in Broken Sword 1}
-
-The sword1mp3 tool from the scummvm-tools package can encode music and speech
-to MP3 as well as Ogg Vorbis.
-Easiest way to encode the files is simply copying the executable into your
-BS1 directory (together with the lame encoder) and run it from there.
-This way, it'll automatically encode everything to MP3.
-Afterwards, you can manually remove the SPEECH?.CLU files and the wave music files.
-
-Running 
-\begin{verbatim}
-  sword1mp3 --vorbis
-\end{verbatim}
-%
-will compress the files using Ogg Vorbis instead of MP3.
+\subsection{Playing sound with Native MIDI}
+% FIXME: Hardcoding < and > here produces wrong output
+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.
 
-Use 
-\begin{verbatim}
-  sword1mp3 --help
-\end{verbatim}
-%
-to get a full list of the options.
+\subsubsection{Using MIDI options to customize Native MIDI output}
+ScummVM supports a variety of MIDI modes, depending on the capabilities
+of your MIDI device.
 
-\subsubsection{Compressing speech/music in Broken Sword 2}
+If --native-mt32 is specified, ScummVM will treat your device as a real
+MT-32. Because the instrument mappings and system exclusive commands of
+the MT-32 vary from those of General MIDI devices, you should only
+enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
+CM-32L, CM-500, or GS device with an MT-32 map.
 
-Use our sword2mp3 util rom the scummvm-tools package to perform this task.
-You can choose between multiple target formats, but note  that you can only use
-each if ScummVM was compiled with the respective decoder support enabled.
+If --enable-gs is specified, ScummVM will initialize your GS-compatible
+device with settings that mimic the MT-32's reverb, (lack of) chorus,
+pitch bend sensitivity, etc. If it is specified in conjunction with
+--native-mt32, ScummVM will select the MT-32-compatible map and drumset on
+your GS device. This setting works better than default GM or GS emulation
+with games that do not have custom instrument mappings (Loom and Monkey1).
+You should only specify both settings if you are using a GS device that
+has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
+Please note that --enable-gs is automatically disabled in both DOTT and
+Samnmax, since they use General MIDI natively.
 
-\begin{verbatim}
-  sword2mp3 speech1.clu
-  sword2mp3 music1.clu
-\end{verbatim}
-%
-For Ogg Vorbis add --vorbis to the options, i.e.
-\begin{verbatim}
-  sword2mp3 --vorbis
-\end{verbatim}
-%
-Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
-your game dir. You can safely remove the old file.
+If neither of the above settings is enabled, ScummVM will initialize your
+device in General MIDI mode and use GM emulation in games with MT-32
+soundtracks.
 
-It is possible to use Flac compression by adding the --flac option. However,
-the resulting *.clf file will actually be larger than the original.
+Some games contain sound effects that are exclusive to the Adlib soundtrack.
+For these games, you may wish to specify --multi-midi in order to combine
+MIDI music with Adlib sound effects.
 
-Please note that sword2mp3 will only work with the four speech/music files in
-Broken Sword 2. It will not work with any of the other *.clu files, nor will it
-work with the speech files from Broken Sword 1.

Index: 07_06.tex
===================================================================
RCS file: /cvsroot/scummvm/scummvm/doc/07_06.tex,v
retrieving revision 1.3
retrieving revision 1.4
diff -u -d -r1.3 -r1.4
--- 07_06.tex	28 Jul 2005 14:23:38 -0000	1.3
+++ 07_06.tex	20 Jan 2006 00:12:02 -0000	1.4
@@ -1,32 +1,86 @@
+
 %%% Local Variables: 
 %%% mode: latex
 %%% TeX-master: "readme"
 %%% End: 
 
-\subsection{Output sample rate}
+\subsection{Playing sound with Sequencer MIDI}
 
-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.
+If your soundcard driver supports a sequencer, you may set the environment
+variable "SCUMMVM\_MIDI" to your sequencer device - e.g., /dev/sequencer
 
-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.
+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.
 
-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 Steel Sky
-that will sound a lot better at 44100 Hz.
+\subsubsection{Playing sound with ALSA sequencer}
 
-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.
+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.

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--- 07_02a.tex DELETED ---

--- 07_02b.tex DELETED ---





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