ScummVM for the GP32
Version: ScummVM for the GP32 Version
0.5.1 ALPHA - OGG Proof of Concept Release
Based on ScummVM Version 0.5.1 (Release
Version)
User Guide
Prerequisites:
A GP32 with a SmartMedia Card (will be referred to as SMC),
ScummVM for the GP32 (ScummVM.fxe), and the files for whatever Scumm games you
want to play
Release Notes:
- This ALPHA build has NOT been toughly
tested. If it fries your GP32 then it's not my fault ;).
- It is built using a clock speed of 133MHz
- The .FXE is uncompressed if you want to play with the clock speed that is
up to you.
- This build is compiled using code last
worked on in August, a few weeks before I started to totaly overhaul the GP32 backend to
support the newest ScummVM CVS code and my GP32 died. I have not yet finished that
overhaul/speedup but I thought I would just release this old code as a New
Year sweetener. This is basically the same build some of my testers have had
for months, they tell me it is stable ;).
- This ALPHA build only (barely) supports OGG
compressed files. Please disregard any information about MP3 support in this
Readme.
- OGG support has only really been tested
by me with the OGG encoded version of the Day of the Tentacle Demo.
- This ALPHA version only supports the VGA
LucasArts games (and then, only the ones that fit on an SMC obviously). The
Simons and BASS are disabled in this build due to memory allocation issues
that make them VERY unstable.
- The source code for this release is
available on my site but it is in now way indicative of the current state of
the source code I build against CVS with and contains lots of EVIL fudges,
hacks and workarounds. It also lacks even the most basic of documentation,
you have been warned.
- One more thing ;-), this build is
REALLY SLOW
when using OGG and the Music engine together, please
don't moan about the speed - This is why it is a proof of concept.
- OGG samples tend to echo, that is purely a
performance thing.
- You can improve game performance (in OGG
encoded games) by
disabling the Adlib OPL engine if you are not bothered about music. Set the
Music Driver to [-enull] in the configuration screen.
- If you play games that are not using
compressed sounds then you should find performance is not to bad.
- Most big bugs in older version of gpScumm
3c such as saves in Monkey Island are fixed in this build.
Installation instructions:
- Upload ScummVM.fxe to the gp:\gpmm folder
on the SMC.
- Upload all game data files in gp:\ScummVM\'GameName'\
Look down to the Game Files section if you can't figure out which files are
needed
(Any folder will actually work but I use this personally, if
I ever finish it, the auto game launcher will look in this folder to see if
a game is installed).
- Use Freeloader, Euro-FW, Wind-ups, Pacrom
or whatever else you use to load your .fxe files to open ScummVM.fxe.
- You will be faced with a configuration
screen. Unless you wish to change settings please just press A to start
ScummVM.
- When you use ADD GAME in the menu
section of ScummVM for the GP32 and browse to the folder a game is installed
to, it will either auto detect the game or you will have to choice of which
game you wish to run (Maniac Mansion and any other games with .LFL files are
examples of this).
Controls:
// = Not working in this build.
A: Left click.
B: Right click.
// L: Debug console.
// R: Game screen.
Start: Menu.
Select: Skip.
// L+R: Save Menu (In Scumm games only).
L+Up/Down: Brightness control (In game only).
R+Up/Down/Left/Right: Virtual keyboard control in and input box.
Game Requirements:
Game Files (the to... is the suggested
directory to copy to):
Note: This list is far from
complete.
- Day of the Tentacle (CD) - Copy the
DOTT.000, DOTT.001 to tentacle, if you want sfx/speech, use the below
section on compressing the MONSTER.SOU to MP3/OGG.
- Day of the Tentacle (Floppy) - Copy
TENTACLE.000, TENTACLE.001, and MONSTER.SOU to tentacle for talk in the
intro and sound effects.
- Maniac Mansion - Copy the .LFL files (yes,
all of them!) and MANIAC.OVL to maniac.
- Zak McKracken (256color FM Towns) - Copy
the .LFL files, ZAK.EXP and track1-23.OGG/MP3 to zak256 (use the Encoding
sound to MP3/OGG, CD section lower in this document).
- Sam 'n Max (CD and Floppy) - Copy
SAMNMAX.000, SAMNMAX.001 to samnmax, if you want sound turn on sfx/speech,
use the below section on MONSTER.SOU to MP3/OGG.
- Simon the Sorcerer 1 (DOS non-talkie) -
copy icon.dat, gamepc, all the tables?? files, TBLLIST, all the TEXT??
files, MT_FM.IBK, DISK.ID, all the .MUS files, FREEMEM.SIZ, all the .VGA
files to simon1dos. (for speech and sound effects use the below Simon the
Sorcerer sfx/speech encoding section).
- Simon the Sorcerer 2 (DOS) - Copy .ADD
files, .ADV files, SETD.SND, ICON.DAT, GAME32, TBLLIST, SIMON2.GME,
SETUP.MUS, and FREEMEM.SIZ to simon2dos. (for speech and sound effects use
the below Simon the Sorcerer sfx/speech encoding section)
- Loom - Copy the .LFL files, DISK01.LEC,
and Track1.ogg or Track1.mp3 (use the Encoding sound to MP3/OGG, CD section
lower in this document) to loom.
- Indiana Jones 3 - Copy the .ID files, and
the .LFL files to indy3.
- Indiana Jones 4 - Copy the ATLANTIS.000,
ATLANTIS.001 to atlantis if you want sfx/speech, use the below section on
MONSTER.SOU to MP3/OGG.
- Monkey Island 1 (CD) - Copy the
MONKEY.000, MONKEY.001 and track1-track23.OGG/MP3 (use the Encoding sound to
MP3/OGG, CD section lower in this document) to monkey.
- Monkey Island 2 - Copy the MONKEY2.000,
MONKEY2.001 to monkey2.
- Beneath a Steel Sky (CD and Floppy) - Copy
all files in the archive to a BASS folder on your SMC.
Encoding sound to MP3/OGG:
For CD Audio:
MP3: Use whatever CD ripping program you prefer
to rip the CD audio tracks to WAV, then encode the MP3 files in constant bitrate
sampled at 22kHz. Name the files track1.mp3 track2.mp3 etc. This can be done
with the following LAME command line:
lame -t -q 0 -b 96 --resample 22.05 track1.wav track1.mp3
OGG: Use oggenc or some other vorbis encoder to encode the audio tracks to
files. Name the files track1.ogg track2.ogg etc. You'll need to rip the files
from the CD as a WAV file, then encode the vorbis files to be sampled at 22 kHz.
This can be done with the following oggenc command line with the value after q
specifying the desired quality from 0 to 10:
oggenc -q 5 --resample 22050 track1.wav
For MONSTER.SOU:
MP3: You need LAME and the extract tool from
the ScummVM-tools package to do this with.
making a backup is suggested, then copy the MONSTER.SOU file to a temp folder
and run:
extract monster.sou
It will take approximately 30 minutes (depending on the size of the MONSTER.SOU)
and will produce a MONSTER.SO3 file, copy it to the game folder and you can
remove the MONSTER.SOU.
OGG: As above but run:
extract --vorbis monster.sou
This should produce a smaller MONSTER.SOG file, which you should copy to your
game directory.
For Simon the Sorcerer sfx/speech encoding:
You need LAME, and the simon2mp3 utility from
the scummvm-tools package to perform this task.
Make a backup of the file before attempting this. Copy the file to a temporary
folder. Then run:
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).
In about 30 minutes or so, you will have a much smaller *.mp3 file, copy this
file to your game dir. You can safely remove the old file.
Notes:
- In order to use OGG or MP3 support the
games audio will NEED to be encoded as per the ScummVM guidelines.
- Mouse speed is dependent on the game so
the more complex the game the slower the mouse.
- This release is only available @ 133MHz,
future releases may have selectable speed options.
- Thanks to whoever made the ScummVM Readme,
This uses some of the info (specifically the MP3/OGG stuff) ;).
- This User Guide was put together my myself
and Hooka (who also did a load of play testing for me).
For the latest source code release or ScummVM
for other platforms visit the official ScummVM page:
http://www.scummvm.org/
You can get the precompiled gp32 executable (.fxe) and non-CVS GP32 source code
from the ScummVM for the GP32 site:
http://www.distant-earth.co.uk/gp32
If you wish to contact me concerning ScummVM
for the GP32 can you please mail me at
ScummVM_GP32@Distant-Earth.co.uk, this enables me to keep the ScummVM
related e-mails separate from my main mailbox so I don't loose track of them.
Many thanks to the following
people for their help:
ScummVM Team (without whom the excellent ScummVM project would not exist):
Joostp, Fingolfin, Endy, Khalek and the rest of the ScummVM team members (and
everybody who hangs out on the IRC channel).
GP32 Code Help (Not just with ScummVM for the GP32):
RobBrown and Jun-hee Kim (Sound Guru's extraordinaire), Toris, Rico, ThunderZ, Yoyo,
Rlyeh, Mr_Spiv, Jeff, DarkFader, Inopia, groepaz, chn, FireFly and #gp32dev.
Testers:
Tobriand, Hooka, Joostp, JegHegy, Rico, Axeman, Atrkid and many others (Thanks
Guys).
Original version of this GP32 port:
Ph0x.