[Scummvm-cvs-logs] SF.net SVN: scummvm: [27914] tools/branches/gsoc2007-toolsgui/README

lightcast at users.sourceforge.net lightcast at users.sourceforge.net
Thu Jul 5 01:14:34 CEST 2007


Revision: 27914
          http://scummvm.svn.sourceforge.net/scummvm/?rev=27914&view=rev
Author:   lightcast
Date:     2007-07-04 16:14:34 -0700 (Wed, 04 Jul 2007)

Log Message:
-----------
Update README to reflect changes to command line arguments in compress_kyra, compress_scumm_bun, and compress_scumm_san.

Modified Paths:
--------------
    tools/branches/gsoc2007-toolsgui/README

Modified: tools/branches/gsoc2007-toolsgui/README
===================================================================
--- tools/branches/gsoc2007-toolsgui/README	2007-07-04 23:12:06 UTC (rev 27913)
+++ tools/branches/gsoc2007-toolsgui/README	2007-07-04 23:14:34 UTC (rev 27914)
@@ -7,200 +7,213 @@
 example.
 
 Extraction Tools:
-        extract_agos
-                Extracts the packed files used in the Amiga and AtariST
-                versions of Elvira 1/2, Waxworks and Simon the Sorcerer 1.
+	extract_agos
+		Extracts the packed files used in the Amiga and AtariST
+		versions of Elvira 1/2, Waxworks and Simon the Sorcerer 1.
 
-        extract_kyra
-                Unpacks .PAK files from Kyrandia games.
+	extract_kyra
+		Unpacks .PAK files from Kyrandia games.
 
-        extract_scumm_mac
-                Extracts Macintosh "single file" SCUMM games into their
-                component parts, for use with ScummVM.
-                This is required for ScummVM up to version 0.6.x; all
-                later versions directly support reading this file
-                format.
+	extract_scumm_mac
+		Extracts Macintosh "single file" SCUMM games into their
+		component parts, for use with ScummVM.
+		This is required for ScummVM up to version 0.6.x; all
+		later versions directly support reading this file
+		format.
 
-        extract_loom_tg16
-                Extracts data files from the PC-Engine version of Loom.
-                Use the dumpcd utility at http://www.zeograd.com/misc_download.php
-                to dump the code tracks on the CD.
+	extract_loom_tg16
+		Extracts data files from the PC-Engine version of Loom.
+		Use the dumpcd utility at http://www.zeograd.com/misc_download.php
+		to dump the code tracks on the CD.
 
-        extract_mm_apple
-                Extracts data files from the Apple II version of Maniac
-                Mansion.
+	extract_mm_apple
+		Extracts data files from the Apple II version of Maniac
+		Mansion.
 
-        extract_mm_c64
-                Extracts data files from the Commodore 64 version of Maniac
-                Mansion.
+	extract_mm_c64
+		Extracts data files from the Commodore 64 version of Maniac
+		Mansion.
 
-        extract_mm_nes
-                Extracts data files from the NES version of Maniac Mansion.
+	extract_mm_nes
+		Extracts data files from the NES version of Maniac Mansion.
 
-        extract_parallaction
-                Extracts the contents of archives used by Nippon Safes
+	extract_parallaction
+		Extracts the contents of archives used by Nippon Safes
 
-        extract_zak_c64
-                Extracts data files from the Commodore 64 version of Zak
-                McKracken.
+	extract_zak_c64
+		Extracts data files from the Commodore 64 version of Zak
+		McKracken.
 
 Compression Tools:
-        compress_scumm_sou
-                Used to compress .sou files to .so3 (MP3), .sog (Vorbis),
-                or .sof (FLAC).
+	compress_scumm_sou
+		Used to compress .sou files to .so3 (MP3), .sog (Vorbis),
+		or .sof (FLAC).
 
-        compress_agos
-                Used to compress the Feeble Files or Simon 1/2 voc/wav files
-                to MP3, Vorbis or FLAC.
+		Example of usage:
+		compress_scumm_sou [params] monster.sou
 
-        compress_queen
-                Used to rebuild the datafile of Flight of the Amazon Queen,
-                and allow optional MP3, Vorbis or FLAC compression.
+	compress_agos
+		Used to compress the Feeble Files or Simon 1/2 voc/wav files
+		to MP3, Vorbis or FLAC.
 
-        compress_saga
-                Used to compress SAGA engine digital sound files to MP3, Vorbis
-                or FLAC. 
+		Example of usage:
+		compress_agos [params] [<file> | mac]
 
-                Example of usage:
-                compress_saga <flags here> <file>
+	compress_queen
+		Used to rebuild the datafile of Flight of the Amazon Queen,
+		and allow optional MP3, Vorbis or FLAC compression.
 
-                Where <file> is the sound file you with to compress, without the
-                extension.
+		Example of usage:
+		compress_queen [params] queen.1
 
-                For Inherit the Earth, the digital music (music.rsc), speech 
-                (voices.rsc or "inherit the earth voices") and sound effects
-                (sounds.rsc) files can be compressed. For I have no mouth, the 
-                speech (voices*.res) and sound effects (sfx.res) files can be 
-                compressed.
-		
-                The compressed files have the ".cmp" extension. Once compressed, 
-                you only need the respective .cmp files. 
-		
-                Only the files of the full game versions can be compressed, the
-                demo versions are not supported. 
-		
-                The MacBinary files (*.bin) of the Mac CD Guild version of Inherit 
-                the Earth are not currently supported. Finally, there is no support 
-                for compressed sounds in I have no mouth yet.
+	compress_saga
+		Used to compress SAGA engine digital sound files to MP3, Vorbis
+		or FLAC. 
 
-        compress_sword1
-                Used to compress Broken Sword 1's music and speech files to
-                MP3 or Vorbis or FLAC.
+		Example of usage:
+		compress_saga [params] <file>
 
-        compress_sword2
-                Used to compress Broken Sword 2's music and speech .clu
-                files to .cl3 (MP3), .clg (Vorbis) or .clf (FLAC).
+		Where <file> is the sound file you with to compress, without the
+		extension.
 
-                Please note that FLAC compression will produce a larger file
-                than the original! This is because the original files already
-                use lossy compression.
+		For Inherit the Earth, the digital music (music.rsc), speech 
+		(voices.rsc or "inherit the earth voices") and sound effects
+		(sounds.rsc) files can be compressed. For I have no mouth, the 
+		speech (voices*.res) and sound effects (sfx.res) files can be 
+		compressed.
 
-        compress_touche
-                Used to compress and pack Touche speech files ('Vxxx' and
-                'OBJ') to MP3, Vorbis or FLAC to a single file named
-                TOUCHE.SO3/.SOG/.SOF depending on the sound compression. Once
-                compressed, only TOUCHE.DAT and TOUCHE.SOx files are required
-                to play the game under ScummVM.
+		The compressed files have the ".cmp" extension. Once compressed, 
+		you only need the respective .cmp files. 
 
-        compress_scumm_san <inputfile> <inputdir> <outputdir> [--ogg]
-                Compresses '.san' smush animation files. It uses lossless
-                zlib for compressing FOBJ gfx chunks inside a san file.
-                It also can create a separate Ogg file with the audio track.
+		Only the files of the full game versions can be compressed, the
+		demo versions are not supported. 
 
-                Example of usage:
-                compress_scumm_san opening.san uncomp comp
+		The MacBinary files (*.bin) of the Mac CD Guild version of Inherit 
+		the Earth are not currently supported. Finally, there is no support 
+		for compressed sounds in I have no mouth yet.
 
-                In order to use such compressed files, your ScummVM binary
-                must have been built with zlib support enabled (you can find
-                out whether that's the case by looking at the About dialog).
-                For the Ogg or MP3 compression feature, your ScummVM binary
-                naturally must have been built with Ogg or MP3 support enabled.
+	compress_sword1
+		Used to compress Broken Sword 1's music and speech .clu
+		files to .cl3 (MP3), .clg (Vorbis) or .clf (FLAC).
 
-                NOTE: For some '.san' files there is a corresponding '.flu'
-                file, which contains offsets into the '.san' file. Hence, the
-                compress_scumm_san has to modify the '.flu' file. This happens
-                automatically, if the '.san' and '.flu' files are in the
-                same directory (which is normally the case). If you want to
-                move the '.san' files before compressing them, make sure to
-                move the '.flu' files, too!
+		Example of usage:
+		compress_sword1 [params]
 
-        compress_scumm_bun <inputfile> <inputdir> <outputdir> [--ogg]
+       compress_sword2
+		Used to compress Broken Sword 2's music and speech .clu
+		files to .cl3 (MP3), .clg (Vorbis) or .clf (FLAC).
 
-                Compresses '.bun' music/voice files.
+		Please note that FLAC compression will produce a larger file
+		than the original! This is because the original files already
+		use lossy compression.
 
-                Example of usage:
-                compress_scumm.bun digmusic.bun uncomp comp
+		Example of usage:
+		compress_sword2 [params] <file>
 
-                For the Ogg or MP3 compression feature, your ScummVM binary
-                naturally must have been built with Ogg or MP3 support enabled.
+	compress_touche
+		Used to compress and pack Touche speech files ('Vxxx' and
+		'OBJ') to MP3, Vorbis or FLAC to a single file named
+		TOUCHE.SO3 (MP3), TOUCHE.SOG (Vorbis), or TOUCHE.SOF (FLAC).
 
-        compress_kyra
-                Used to compress The Legend of Kyrandia's speech files with
-                MP3, Vorbis or FLAC.
+		Once compressed, only TOUCHE.DAT and TOUCHE.SOx files are
 
-                Example of usage:
-                compress_kyra <flags here> input/GEMCUT.VRM output/GEMCUT.VRM
+		Example of usage:
+		comrpess_touche [params] <inputdir>
 
-                Note: You have to keep the VRM extension, else it will NOT work.
-                Use it like shown above, copy all *.VRM files to a directory
-                and let the tool put the output file in another directory.
+	compress_scumm_san
+		Compresses '.san' smush animation files. It uses lossless
+		zlib for compressing FOBJ gfx chunks inside a san file.
+		It also can create a separate Ogg file with the audio track.
 
+		In order to use such compressed files, your ScummVM binary
+		must have been built with zlib support enabled (you can find
+		out whether that's the case by looking at the About dialog).
+		For the Ogg or MP3 compression feature, your ScummVM binary
+		naturally must have been built with Ogg or MP3 support enabled.
+
+		NOTE: For some '.san' files there is a corresponding '.flu'
+		file, which contains offsets into the '.san' file. Hence, the
+		compress_scumm_san has to modify the '.flu' file. This happens
+		automatically, if the '.san' and '.flu' files are in the
+		same directory (which is normally the case). If you want to
+		move the '.san' files before compressing them, make sure to
+		move the '.flu' files, too!
+
+		Example of usage:
+		compress_scumm_bun [--vorbis] [params] <inputfile> <inputdir> <outputdir>
+
+	compress_scumm_bun
+		Compresses '.bun' music/voice files.
+
+		For the Ogg or MP3 compression feature, your ScummVM binary
+		naturally must have been built with Ogg or MP3 support enabled.
+
+		Example of usage:
+		compress_scumm_bun [--vorbis] [params] <inputfile> <inputdir> <outputdir>
+
+	compress_kyra
+		Used to compress The Legend of Kyrandia's speech files with
+		MP3, Vorbis or FLAC.
+
+		Example of usage:
+		compress_kyra [params] <inputfile> <inputdir> <outputdir>
+
 Script Tools:
-        descumm
-                Decompiles SCUMM scripts
+	descumm
+		Decompiles SCUMM scripts
 
-        desword2
-                Disassembles Broken Sword II scripts
+	desword2
+		Disassembles Broken Sword II scripts
 
-        dekyra
-                Basic script disassembler for Legend of Kyrandia games
+	dekyra
+		Basic script disassembler for Legend of Kyrandia games
 
 Encoder Tools:
-        encode_dxa <filename>
+	encode_dxa <filename>
 
-                Creates DXA file out of extracted Smacker video.
+		Creates DXA file out of extracted Smacker video.
 
-                To extract a video use RAD Game Tools and perform 2 passes
-                on it. For example, if your video is called 'intro.smk'.
+		To extract a video use RAD Game Tools and perform 2 passes
+		on it. For example, if your video is called 'intro.smk'.
 
-                1. Extract the video to PNG, 256 colors (choose PNG format
-                and tick the checkbox). It will create bunch of files named
-                'introXXX.png', where XXX is frame number. Make sure you have
-                extracted 256 colors PNGs, otherwise encode_dxa will complain.
+		1. Extract the video to PNG, 256 colors (choose PNG format
+		and tick the checkbox). It will create bunch of files named
+		'introXXX.png', where XXX is frame number. Make sure you have
+		extracted 256 colors PNGs, otherwise encode_dxa will complain.
 
-                2. Extract the audio to WAV format, you will get an
-                'intro.wav' file.
+		2. Extract the audio to WAV format, you will get an
+		'intro.wav' file.
 
-                3. Put files 'intro.smk', 'intro.wav' and 'intro*.png' into a
-                single directory.
+		3. Put files 'intro.smk', 'intro.wav' and 'intro*.png' into a
+		single directory.
 
-                4. Run `encode_dxa intro.smk` in that directory
+		4. Run `encode_dxa intro.smk` in that directory
 
-                5. You will get an intro.dxa file and intro.flac/mp3/ogg file
-                in result.
+		5. You will get an intro.dxa file and intro.flac/mp3/ogg file
+		in result.
 
-                Additionally you may use batch processing mode of SMK files in
-                RAD Game Tools. Just select more than one file and push the
-                'Convert' button. It will ask you either you want them
-                processed in batch mode and will do this for you. All buttons
-                and conversion options work the same.
+		Additionally you may use batch processing mode of SMK files in
+		RAD Game Tools. Just select more than one file and push the
+		'Convert' button. It will ask you either you want them
+		processed in batch mode and will do this for you. All buttons
+		and conversion options work the same.
 
-        convert_dxa.bat
-        convert_dxa_one.bat
+	convert_dxa.bat
+	convert_dxa_one.bat
 
-                To ease your life we also provide batch files to autoconvert
-                all files. It should work with any game version.
+		To ease your life we also provide batch files to autoconvert
+		all files. It should work with any game version.
 
-                1. Copy *.smk files from all CDs to some directory
+		1. Copy *.smk files from all CDs to some directory
 
-                2. Edit paths in convert_dxa.bat file.
+		2. Edit paths in convert_dxa.bat file.
 
-                3. Run the batch. If you set everything correct, it will be
-                almost unattended conversion, just for several files there
-                are no audio, and RAD Game Tools converter will ask you to
-                press OK
+		3. Run the batch. If you set everything correct, it will be
+		almost unattended conversion, just for several files there
+		are no audio, and RAD Game Tools converter will ask you to
+		press OK
 
-        convert_dxa.sh
+	convert_dxa.sh
 
-                Same as above convert_dxa.bat, just for *nix-based systems.
-                It uses Wine to run RAD Game Tools.
+		Same as above convert_dxa.bat, just for *nix-based systems.
+		It uses Wine to run RAD Game Tools.


This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.




More information about the Scummvm-git-logs mailing list