[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