ScummVM is an interpreter for point-and-click adventure games that can be used as a libretro core.
To compile the core, run the following:
cd backends/platform/libretro/build
make
For more information, compatibility lists, details on donating, the latest release, progress reports and more, please visit the ScummVM home page at: https://www.scummvm.org/
- 1.0) Introduction
- 2.0) Contact
- 3.0) Supported Games
- 3.1) Copy Protection
- 3.2) Datafiles
- 3.3) Multi-CD games notes
- 3.4) Known Problems
- 3.5) Extra Data Files
- 3.6) Blade Runner notes
- 3.7) Broken Sword games notes
- 3.8) Day of the Tentacle notes
- 3.9) Dragon History notes
- 3.10) Flight of the Amazon Queen notes
- 3.11) Gobliiins notes
- 3.12) Inherit the Earth: Quest for the Orb notes
- 3.13) Mickey's Space Adventure notes
- 3.14) Might and Magic Xeen games notes
- 3.15) Myst game notes
- 3.16) Quest for Glory notes
- 3.17) Riven game notes
- 3.18) Simon the Sorcerer games notes
- 3.19) Starship Titanic game notes
- 3.20) The Curse of Monkey Island notes
- 3.21) The Feeble Files notes
- 3.22) The Legend of Kyrandia notes
- 3.23) Troll's Tale notes
- 3.24) Winnie the Pooh notes
- 3.25) Sierra AGI games: Predictive Input Dialog
- 3.26) Sierra SCI games: Simultaneous speech and subtitles
- 3.27) Zork games notes
- 3.28) Commodore64 games notes
- 3.29) Macintosh games notes
- 4.0) Supported Platforms
- 5.0) Running ScummVM
- 6.0) Saved Games
- 7.0) Music and Sound
- 7.1) AdLib emulation
- 7.2) FluidSynth MIDI emulation
- 7.3) MT-32 emulation
- 7.4) MIDI emulation
- 7.5) Native MIDI support
- 7.6) UNIX native, ALSA and dmedia sequencer support
- 7.7) TiMidity++ MIDI server support
- 7.8) Using compressed audio
files
- 7.8.1) Using MP3 files for CD audio
- 7.8.2) Using Ogg Vorbis files for CD audio
- 7.8.3) Using Flac files for CD audio
- 7.8.4) Compressing MONSTER.SOU with MP3
- 7.8.5) Compressing MONSTER.SOU with Ogg Vorbis
- 7.8.6) Compressing MONSTER.SOU with Flac
- 7.8.7) Compressing music/sfx/speech in AGOS games
- 7.8.8) Compressing speech/music in Broken Sword
- 7.8.9) Compressing speech/music in Broken Sword II
- 7.9) Output sample rate
- 8.0) Configuration file
- 9.0) Screenshots (SDL backend only)
- 10.0) Compiling
- 11.0) Changelog
- 12.0) Credits
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the game, allowing you to play them on systems for which they were never designed!
Originally it was designed to run LucasArts' SCUMM games, such as Maniac Mansion, Monkey Island, Day of the Tentacle or Sam and Max. SCUMM stands for 'Script Creation Utility for Maniac Mansion', which was the first game for which LucasArts designed this system. And much later it gave its name to ScummVM ('VM' meaning Virtual Machine).
Over time support for a lot of non-SCUMM games has been added, and ScummVM now also supports many of Sierra's AGI and SCI games (such as King's Quest 1-7, Space Quest 1-6, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword I and II, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia series, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more. You can find a full list with details on which adventures are supported and how well on the compatibility page. ScummVM is continually improving, so check back often.
Among the systems on which you can play those games are regular desktop computers (running Windows, Linux, Mac OS X, ...), game consoles (Dreamcast, Nintendo DS & Wii, PS2, PSP, ...), smartphones (Android, iPhone, PocketPC, Symbian ...) and more.
At this time ScummVM is still under heavy development. Be aware that whilst we attempt to make sure that many games can be completed with few major bugs, crashes can happen and we offer no warranty. That being said, some of the games have been supported for a long time and should work fine with any recent stable release. You can get a feeling of how well each game is working in ScummVM by looking at the compatibility page. Actually, if you browse a bit around you might discover that ScummVM is even being used commercially to re-release some of the supported games on modern platforms. This shows that several companies are happy with the quality of the software and how well it can run some of the games.
If you enjoy ScummVM feel free to donate using the PayPal button on the ScummVM homepage. This will help us buy utilities needed to develop ScummVM easier and quicker. If you cannot donate, help and contribute a patch!
For the impatient among you, here is how to get ScummVM running in five simple steps.
-
Download ScummVM from https://www.scummvm.org/downloads/ and install it.
-
Create a directory on your hard drive and copy the game datafiles from the original media to this directory. Repeat this for every game you want to play.
-
Start ScummVM, choose 'Add game', select the directory with the game datafiles (do not try to select the datafiles themselves!) and press
Choose
. -
A dialog should pop up allowing you to configure various settings if you wish to (it should be just fine to leave everything at its default, though). Confirm the dialog.
-
Select the game you want to play in the list, and press
Start
.
In the future, you should be able to directly skip to step 5, unless you want to add more games.
Hint: If you want to add multiple games in one go, try pressing and holding the shift key before clicking 'Add game' -- its label will change to 'Mass Add' and if you press it, you are again asked to select a directory, only this time ScummVM will search through all subdirectories for supported games.
We've compiled a list of F.A.Q. at:
The easiest way to contact the ScummVM team is by submitting bug reports (see section 2.1) or by using our forums at https://forums.scummvm.org. You can also join and e-mail the scummvm-devel mailing list, or chat with us on IRC (#scummvm on irc.freenode.net) Please do not ask us to support an unsupported game -- read the FAQ on our web site first.
To report a bug, please follow the "Bug Tracker" link from our homepage and log in with your GitHub account. Please make sure the bug is reproducible, and still occurs in the latest git/Daily build version. Also check the known problems list (below) and the compatibility list on our website for that game, to ensure the issue is not already known:
https://www.scummvm.org/compatibility/
Please do not report bugs for games that are not listed as being completeable in the 'Supported Games' section, or compatibility list. We know those games have bugs.
Please include the following information:
- ScummVM version (PLEASE test the latest git/Daily build)
- Bug details, including instructions on reproducing
- Language of game (English, German, ...)
- Version of game (talkie, floppy, ...)
- Platform and Compiler (Win32, Linux, FreeBSD, ...)
- Attach a saved game if possible - If this bug only occurred recently, please note the last version without the bug, and the first version including the bug. That way we can fix it quicker by looking at the changes made.
Finally, please report each issue separately; do not file multiple issues on the same ticket. (Otherwise, it gets difficult to track the status of each individual bug).
At the moment the following games have been reported to work, and should be playable to the end: A more detailed compatibility list of the supported games can be found here:
https://www.scummvm.org/compatibility/
LucasArts (SCUMM) Games: | |
---|---|
Maniac Mansion | [maniac] |
Zak McKracken and the Alien Mindbenders | [zak] |
Indiana Jones and the Last Crusade | [indy3] |
Loom | [loom] |
Passport to Adventure | [pass] |
The Secret of Monkey Island | [monkey] |
Monkey Island 2: LeChuck's Revenge | [monkey2] |
Indiana Jones and the Fate of Atlantis | [atlantis] |
Day of the Tentacle | [tentacle] |
Sam & Max Hit the Road | [samnmax] |
Full Throttle | [ft] |
The Dig | [dig] |
The Curse of Monkey Island | [comi] |
Activision (MADE) Games: | |
---|---|
Leather Goddesses of Phobos 2 | [lgop2] |
The Manhole | [manhole] |
Return to Zork | [rtz] |
Rodney's Funscreen | [rodney] |
Adventuresoft/Horrorsoft (AGOS) Games: | |
---|---|
Elvira - Mistress of the Dark | [elvira1] |
Elvira II - The Jaws of Cerberus | [elvira2] |
Personal Nightmare | [pn] |
Simon the Sorcerer 1 | [simon1] |
Simon the Sorcerer 2 | [simon2] |
Simon the Sorcerer's Puzzle Pack - Demon In My Pocket | [dimp] |
Simon the Sorcerer's Puzzle Pack - Jumble | [jumble] |
Simon the Sorcerer's Puzzle Pack - NoPatience | [puzzle] |
Simon the Sorcerer's Puzzle Pack - Swampy Adventures | [swampy] |
The Feeble Files | [feeble] |
Waxworks | [waxworks] |
Coktel Vision (GOB) Games: | |
---|---|
Bargon Attack | [bargon] |
Fascination | [fascination] |
Geisha | [geisha] |
Gobliiins | [gob1] |
Gobliins 2 | [gob2] |
Goblins 3 | [gob3] |
Lost in Time | [lostintime] |
Once Upon A Time: Little Red Riding Hood | [littlered] |
Playtoons: Bambou le sauveur de la jungle | [bambou] |
The Bizarre Adventures of Woodruff and the Schnibble | [woodruff] |
Urban Runner | [urban] |
Ween: The Prophecy | [ween] |
Revolution Software (Various) Games: | |
---|---|
Beneath a Steel Sky | [sky] |
Broken Sword: The Shadow of the Templars | [sword1] |
Broken Sword II: The Smoking Mirror | [sword2] |
Lure of the Temptress | [lure] |
Sierra (AGI/preAGI) Games: | |
---|---|
The Black Cauldron | [bc] |
Gold Rush! | [goldrush] |
King's Quest I | [kq1] |
King's Quest II | [kq2] |
King's Quest III | [kq3] |
King's Quest IV | [kq4] |
Leisure Suit Larry in the Land of the Lounge Lizards | [lsl1] |
Mixed-Up Mother Goose | [mixedup] |
Manhunter 1: New York | [mh1] |
Manhunter 2: San Francisco | [mh2] |
Police Quest I: In Pursuit of the Death Angel | [pq1] |
Space Quest I: The Sarien Encounter | [sq1] |
Space Quest II: Vohaul's Revenge | [sq2] |
Fanmade Games | [agi-fanmade] |
Mickey's Space Adventure | [mickey] |
Troll's Tale | [troll] |
Winnie the Pooh in the Hundred Acre Wood | [winnie] |
Sierra (SCI) Games: | |
---|---|
Castle of Dr. Brain | [castlebrain] |
Codename: ICEMAN | [iceman] |
Conquests of Camelot | [camelot] |
Conquests of the Longbow | [longbow] |
EcoQuest: The Search for Cetus | [ecoquest] |
EcoQuest 2: Lost Secret of the Rainforest | [ecoquest2] |
Freddy Pharkas: Frontier Pharmacist | [freddypharkas] |
Gabriel Knight: Sins of the Fathers | [gk1] |
Hoyle's Book of Games 1 | [hoyle1] |
Hoyle's Book of Games 2 | [hoyle2] |
Hoyle's Book of Games 3 | [hoyle3] |
Hoyle Classic Card Games | [hoyle4] |
Jones in the Fast Lane | [jones] |
King's Quest I | [kq1sci] |
King's Quest IV | [kq4sci] |
King's Quest V | [kq5] |
King's Quest VI | [kq6] |
King's Quest VII | [kq7] |
King's Questions | [kquestions] |
Laura Bow: The Colonel's Bequest | [laurabow] |
Laura Bow 2: The Dagger of Amon Ra | [laurabow2] |
Leisure Suit Larry 1 | [lsl1sci] |
Leisure Suit Larry 2 | [lsl2] |
Leisure Suit Larry 3 | [lsl3] |
Leisure Suit Larry 5 | [lsl5] |
Leisure Suit Larry 6 | [lsl6] |
Leisure Suit Larry 6 (hires) | [lsl6hires] |
Leisure Suit Larry 7 | [lsl7] |
Lighthouse: The Dark Being | [lighthouse] |
Mixed-up Fairy Tales | [fairytales] |
Mixed-up Mother Goose | [mothergoose] |
Mixed-up Mother Goose Deluxe | [mothergoosehires] |
Pepper's Adventures in Time | [pepper] |
Phantasmagoria | [phantasmagoria] |
Phantasmagoria 2: A Puzzle of Flesh | [phantasmagoria2] |
Police Quest 1 | [pq1sci] |
Police Quest 2 | [pq2] |
Police Quest 3 | [pq3] |
Police Quest 4 | [pq4] |
Quest for Glory 1/Hero's Quest | [qfg1] |
Quest for Glory 1 | [qfg1vga] |
Quest for Glory 2 | [qfg2] |
Quest for Glory 3 | [qfg3] |
Quest for Glory 4 | [qfg4] |
RAMA | [rama] |
Slater & Charlie Go Camping | [slater] |
Shivers | [shivers] |
Space Quest I | [sq1sci] |
Space Quest III | [sq3] |
Space Quest IV | [sq4] |
Space Quest V | [sq5] |
Space Quest 6 | [sq6] |
The Island of Dr. Brain | [islandbrain] |
The Beast Within: A Gabriel Knight Mystery | [gk2] |
Torin's Passage | [torin] |
Other Games: | |
---|---|
3 Skulls of the Toltecs | [toltecs] |
Amazon: Guardians of Eden | [access] |
Beavis and Butt-head in Virtual Stupidity | [bbvs] |
Blade Runner | [bladerunner] |
Blue Force | [blueforce] |
Broken Sword: The Return of the Templars | [sword25] |
Bud Tucker in Double Trouble | [tucker] |
Chivalry is Not Dead | [chivalry] |
Cruise for a Corpse | [cruise] |
DreamWeb | [dreamweb] |
Discworld | [dw] |
Discworld 2: Missing Presumed ...!? | [dw2] |
Dragon History | [draci] |
Drascula: The Vampire Strikes Back | [drascula] |
Eye of the Beholder | [eob] |
Eye of the Beholder II: The Legend of Darkmoon | [eob2] |
Flight of the Amazon Queen | [queen] |
Future Wars | [fw] |
Hopkins FBI | [hopkins] |
Hugo's House of Horrors | [hugo1] |
Hugo 2: Whodunit? | [hugo2] |
Hugo 3: Jungle of Doom | [hugo3] |
I Have No Mouth, and I Must Scream | [ihnm] |
Inherit the Earth: Quest for the Orb | [ite] |
Lands of Lore: The Throne of Chaos | [lol] |
Mortville Manor | [mortevielle] |
Myst / Myst: Masterpiece Edition | [myst] |
Nippon Safes Inc. | [nippon] |
Rex Nebular and the Cosmic Gender Bender | [nebular] |
Ringworld: Revenge Of The Patriarch | [ringworld] |
Riven: The Sequel to Myst | [riven] |
Return to Ringworld | [ringworld2] |
Sfinx | [sfinx] |
Soltys | [soltys] |
Starship Titanic | [titanic] |
The Journeyman Project: Pegasus Prime | [pegasus] |
The Labyrinth of Time | [lab] |
The Legend of Kyrandia | [kyra1] |
The Legend of Kyrandia: The Hand of Fate | [kyra2] |
The Legend of Kyrandia: Malcolm's Revenge | [kyra3] |
The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel | [scalpel] |
The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo | [rosetattoo] |
The Neverhood | [neverhood] |
The 7th Guest | [t7g] |
TeenAgent | [teenagent] |
Toonstruck | [toon] |
Tony Tough and the Night of Roasted Moths | [tony] |
Touche: The Adventures of the Fifth Musketeer | [touche] |
U.F.O.s / Gnap: Der Schurke aus dem All | [gnap] |
Versailles: 1685 | [versailles] |
Voyeur | [voyeur] |
Zork: Grand Inquisitor | [zgi] |
Zork Nemesis: The Forbidden Lands | [znemesis] |
Humongous Entertainment (SCUMM) Games: | |
---|---|
Backyard Baseball | [baseball] |
Backyard Baseball 2001 | [baseball2001] |
Backyard Baseball 2003 | [baseball2003] |
Backyard Football | [football] |
Backyard Football 2002 | [football2002] |
Bear Stormin' | [brstorm] |
Big Thinkers First Grade | [thinker1] |
Big Thinkers Kindergarten | [thinkerk] |
Blue's 123 Time Activities | [Blues123Time] |
Blue's ABC Time Activities | [BluesABCTime] |
Blue's Art Time Activities | [arttime] |
Blue's Birthday Adventure | [BluesBirthday] |
Blue's Reading Time Activities | [readtime] |
Fatty Bear's Birthday Surprise | [fbear] |
Fatty Bear's Fun Pack | [fbpack] |
Freddi Fish 1: The Case of the Missing Kelp Seeds | [freddi] |
Freddi Fish 2: The Case of the Haunted Schoolhouse | [freddi2] |
Freddi Fish 3: The Case of the Stolen Conch Shell | [freddi3] |
Freddi Fish 4: The Case of the Hogfish Rustlers of Briny Gulch | [freddi4] |
Freddi Fish 5: The Case of the Creature of Coral Cove | [freddicove] |
Freddi Fish and Luther's Maze Madness | [maze] |
Freddi Fish and Luther's Water Worries | [water] |
Let's Explore the Airport with Buzzy | [airport] |
Let's Explore the Farm with Buzzy | [farm] |
Let's Explore the Jungle with Buzzy | [jungle] |
Pajama Sam: Games to Play on Any Day | [pjgames] |
Pajama Sam 1: No Need to Hide When It's Dark Outside | [pajama] |
Pajama Sam 2: Thunder and Lightning Aren't so Frightening | [pajama2] |
Pajama Sam 3: You Are What You Eat From Your Head to Your Feet | [pajama3] |
Pajama Sam's Lost & Found | [lost] |
Pajama Sam's Sock Works | [socks] |
Putt-Putt Enters the Race | [puttrace] |
Putt-Putt Goes to the Moon | [puttmoon] |
Putt-Putt Joins the Circus | [puttcircus] |
Putt-Putt Joins the Parade | [puttputt] |
Putt-Putt Saves the Zoo | [puttzoo] |
Putt-Putt Travels Through Time | [putttime] |
Putt-Putt and Pep's Balloon-O-Rama | [balloon] |
Putt-Putt and Pep's Dog on a Stick | [dog] |
Putt-Putt & Fatty Bear's Activity Pack | [activity] |
Putt-Putt's Fun Pack | [funpack] |
SPY Fox 1: Dry Cereal | [spyfox] |
SPY Fox 2: Some Assembly Required | [spyfox2] |
SPY Fox 3: Operation Ozone | [spyozon] |
SPY Fox in Cheese Chase | [chase] |
SPY Fox in Hold the Mustard | [mustard] |
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 the latest updates on game compatibility, visit our web site and view the compatibility chart.
Backyard Soccer | [soccer] |
Backyard Soccer MLS | [soccermls] |
Backyard Soccer 2004 | [soccer2004] |
Blue's Treasure Hunt | [BluesTreasureHunt] |
Animation Magic (Composer) Games: | |
---|---|
Darby the Dragon | [darby] |
Gregory and the Hot Air Balloon | [gregory] |
Magic Tales: Liam Finds a Story | [liam] |
The Princess and the Crab | [princess] |
Sleeping Cub's Test of Courage | [sleepingcub] |
Living Books Games: | |
---|---|
Aesop's Fables: The Tortoise and the Hare | [tortoise] |
Arthur's Birthday | [arthurbday] |
Arthur's Teacher Trouble | [arthur] |
Dr. Seuss's ABC | [seussabc] |
Green Eggs and Ham | [greeneggs] |
Harry and the Haunted House | [harryhh] |
Just Grandma and Me | [grandma] |
Little Monster at School | [lilmonster] |
Ruff's Bone | [ruff] |
Sheila Rae, the Brave | [sheila] |
Stellaluna | [stellaluna] |
The Berenstain Bears Get in a Fight | [bearfight] |
The Berenstain Bears in the Dark | [beardark] |
The New Kid on the Block | [newkid] |
The following games are based on the SCUMM engine, but NOT supported by ScummVM (yet):
Moonbase Commander
Please be aware that the engines may contain bugs and unimplemented features that sometimes make it impossible to finish the game. Save often, and please file a bug report (instructions on submitting bug reports are above) if you encounter such a bug in a 'supported' game.
The ScummVM team does not condone piracy. However, there are cases where the game companies (such as LucasArts) themselves bundled 'cracked' executables with their games -- in these cases the data files still contain the copy protection scripts, but the interpreter bypasses them (similar to what an illegally cracked version might do, only that here the producer of the game did it). There is no way for us to tell the difference between legitimate and pirated data files, so for the games where we know that a cracked version of the original interpreter was sold at some point, ScummVM will always have to bypass the copy protection.
In some cases ScummVM will still show the copy protection screen. Try entering any answer. Chances are that it will work.
ScummVM will skip copy protection in the following games:
- Beneath a Steel Sky
- bypassed with kind permission from Revolution Software.
- Dreamweb
- a list of available commands in the in-game terminals is now
shown when the player uses the
help
command
- a list of available commands in the in-game terminals is now
shown when the player uses the
- Inherit the Earth: Quest for the Orb (Floppy version)
- bypassed with kind permission from Wyrmkeep Entertainment, since it was bypassed in all CD releases of the game.
- Loom (EGA DOS)
- Lure of the Temptress
- Maniac Mansion
- Might and Magic: World of Xeen
- Monkey Island 2: LeChuck's Revenge
- Rex Nebular and The Cosmic Gender Bender
- Simon the Sorcerer 1 (Floppy version)
- Simon the Sorcerer 2 (Floppy version)
- bypassed with kind permission from Adventure Soft, since it was bypassed in all CD releases of the game.
- The Secret of Monkey Island (VGA)
- Voyeur
- Waxworks
- Zak McKracken and the Alien Mindbenders
For a comprehensive list of required Datafiles for supported games visit:
https://wiki.scummvm.org/index.php/Datafiles
In general, ScummVM does not deal very well with Multi-CD games. This is because ScummVM assumes everything about a game can be found in one directory. Even if ScummVM does make some provisions for asking the user to change CD, the original game executables usually installed a small number of files to the hard disk. Unless these files can be found on all the CDs, ScummVM will be in trouble.
Fortunately, ScummVM has no problems running the games entirely from hard disk, if you create a directory with the correct combination of files. Usually, when a file appears on more than one CD you can pick either of them.
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 list on the web site, please see the section on reporting bugs.
CD Audio Games:
- When playing games that use CD Audio (FM-TOWNS games, 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 hard disk to avoid this.
FM-TOWNS versions:
- The Kanji versions require the FM-TOWNS Font ROM.
Loom:
- Turning off the subtitles via the config file does not work reliably as the Loom scripts automatically turn them on again.
- MIDI support in the EGA version requires the Roland update from LucasArts.
- The PC-Engine Kanji version requires the system card rom.
The Secret of Monkey Island:
- MIDI support in the EGA version requires the Roland update from LucasArts.
Beneath a Steel Sky:
- Amiga versions aren't supported.
- Floppy demos aren't supported.
- Not a bug: CD version is missing speech for some dialogs, this is normal.
Elvira - Mistress of the Dark:
- No music in the Atari ST version.
Elvira II - The Jaws of Cerberus
- No music in the Atari ST version.
- No sound effects in the PC version.
- Palette issues in the Atari ST version.
Inherit the Earth: Quest for the Orb:
- Amiga versions aren't supported.
Lure of the Temptress:
- No Roland MT-32 support.
- Sound support is incomplete and doesn't sound like original.
Simon the Sorcerer 1:
- Subtitles aren't available in the English and German CD versions as they are missing the majority of subtitles.
Simon the Sorcerer 2:
- Combined speech and subtitles will often cause speech to be cut off early, this is a limitation of the original game.
- Only default language (English) of data files is supported in Amiga and Macintosh versions.
Simon the Sorcerer's Puzzle Pack:
- No support for displaying, entering, loading or saving high scores.
- No support for displaying names of items, when hovering over them in Swampy Adventures.
The Feeble Files:
- Subtitles are often incomplete, they were always disabled in the original game.
The Legend of Kyrandia:
- No music or sound effects in the Macintosh floppy versions.
- Macintosh CD is using included DOS music and sound effects.
Humongous Entertainment games:
- Only the original load and save interface can be used.
- No support for multiplayer or printing images.
Some games require additional files that are not part of the original data. Those files can generally be found in our Downloads page.
Games that require additional data:
- Beneath a Steel Sky (sky.cpt)
- Flight of the Amazon Queen
- Kyrandia Series (kyra.dat)
- Lands of Lore Series (kyra.dat)
- Lure of the Temptress (lure.dat)
- Versailles 1685 (cryomni3d.dat)
The most up to date list of Engine data files can be found in our source code repository
Supported versions are English (both CD and DVD), French, German, Italian, Russian (by Fargus Multimedia) and Spanish. Other unofficial versions exist but they are based on the English version.
All *.mix, *.tlk and *.dat files are needed from all 4 CDs/DVD. Files named CDFRAMES.DAT need to be renamed to CDFRAMES1.DAT, CDFRAMES2.DAT, CDFRAMES3.DAT and CDFRAMES4.DAT according on the CD they came from. Other files with the same name on different CDs are identical and it doesn't matter which one is used.
To enable subtitles, download a file from our Downloads page and place file SUBTITLES.MIX next to the other game files.
"Blade Runner with restored content" is not yet supported and might contain game breaking bugs.
The instructions for the Broken Sword games are for the Sold-Out Software versions, with each game on two CDs, since these were the versions most easily available at the time ScummVM gained support for them. Hopefully they are general enough to be useful to other releases as well.
For this game, you will need all of the files from the clusters directories on both CDs. For the Windows and Macintosh versions, you will also need the speech.clu files from the speech directories, but since they are not identical you will need to rename them speech1.clu and speech2.clu for CD 1 and 2 respectively. The PlayStation version requires the speech.tab, speech.dat, speech.lis, and speech.inf.
In addition, the Windows and Macintosh versions require a music subdirectory with all of the files from the music subdirectories on both CDs. Some of these files appear on both CDs, but in these cases they are either identical or, in one case, so nearly identical that it makes little difference. The PlayStation version requires tunes.dat and tunes.tab.
For this game, you will need all of the files from the clusters directories on both CDs. (Actually, a few of them may not be strictly necessary, but the ones that I'm uncertain about are all fairly small.) You will need to rename the speech.clu and music.clu files speech1.clu, speech2.clu, music1.clu and music2.clu so that ScummVM can tell which ones are from CD 1 and which ones are from CD 2. Any other files that appear in both cluster directories are identical. Use whichever you like.
In addition, you will need the cd.inf and, optionally, the startup.inf files from the sword2 directory on CD 1.
The cutscenes for the Broken Sword games have a bit of a history (see the next section, if you are interested), but in general all you need to do is to copy the .SMK files from the "SMACKS" or "SMACKSHI" directories on the CDs to the same directory as the other game data files. (Broken Sword has a "SMACKSLO" directory with the same cutscenes, but these are of lower quality.) You can put them in a subdirectory called "video" if you find that neater.
For the PlayStation versions, you can dump the original videos off the disc. For each of the files ending in an "STR" extension, you should dump them as raw sectors off the disc (all 2352 bytes per sector). You may also use the re-encoded cutscenes mentioned below instead, but this will not work for all videos in Broken Sword II. For more information, see:
https://wiki.scummvm.org/index.php/HOWTO-PlayStation_Videos
Some re-releases of the games, as well as the PlayStation version, do not have Smacker videos. Revolution Software has kindly allowed us to provide re-encoded cutscenes for download on our website:
https://www.scummvm.org/downloads/
These cutscenes are provided in DXA format with FLAC audio. Their quality is equal to the original games due to the use of lossless compression. Viewing these cutscenes requires a version of ScummVM compiled with both FLAC and zlib support.
For systems that are too slow to handle the decoding of FLAC audio, the audio for these cutscenes is also provided separately as OGG Vorbis audio. Viewing these cutscenes with OGG Vorbis audio requires a version of ScummVM compiled with both libVorbis and zlib support.
For Broken Sword, we also provide a subtitles add-on. Simply unpack it and follow the instructions in its readme.txt file. The subtitle pack currently does not work when running PlayStation videos. (Broken Sword II already has subtitles; no extra work is needed for them.)
The original releases of the Broken Sword games used RAD Game Tools's Smacker(tm) format. As RAD was unwilling to open the older legacy versions of this format to us, and had requested we not reverse engineer it, an alternative solution had to be found.
In Broken Sword II, it was possible to play back the voice-over without playing the video itself. This remained a fallback until ScummVM 1.0.0, but was never the only solution for any stable release.
In ScummVM 0.6.0 we used MPEG, which provided a reasonable trade-off between size and quality. In ScummVM 0.10.0 this was superseded by DXA (originally added for AdventureSoft's "The Feeble Files"). This gave us a way of providing the cutscenes in the exact same quality as the originals, at the cost of being larger.
Finally, in early 2006, the Smacker format was reverse engineered for the FFmpeg project. Thanks to their hard work, ScummVM 1.0.0 now supports the original cutscenes. At the same time, MPEG support was dropped. From a technical standpoint, this was a good thing since decoding MPEG movies added a lot of complexity, and they didn't look as good as the Smacker and DXA versions anyway.
At one point in the game, you come across a computer that allows you to play the original Maniac Mansion as an easter egg. ScummVM supports this, with a few caveats:
ScummVM will scan your configuration file for a game that's in a
Maniac
sub-folder of your Day of the Tentacle folder. If you've copied
the data files from the CD version, this should already be the case but
you have to add the game to ScummVM as well.
To return to Day of the Tentacle, press F5 and select "Return to Launcher".
This means that you could in theory use any game as the easter egg.
Indeed, there is a "secret" configuration setting, easter_egg
, to
override the ID of the game to run. Be aware, though, that not all games
support returning to the launcher, and setting it up to use Day of the
Tentacle itself as the easter egg game is not recommended.
There are 4 language variants of the game: Czech, English, Polish and German. Each of them is distributed in a separate archive. The only official version is the Czech one, and the English, Polish and German ports have always been work in progress and never officially released. Although all texts are fully translated, it is known that some of them contain typos.
There exists an optional Czech dubbing for the game. For bandwidth reasons, you can download it separately and then unpack it to the directory of the game. You can listen to the Czech dubbing with all language variants of the game, while reading the subtitles.
All game files and the walkthrough can be downloaded from:
http://www.ucw.cz/draci-historie/index-en.html
Only the original non-freeware version of Flight of the Amazon Queen
(from original CD), requires the queen.tbl
datafile (available from the Downloads
page on our website) in either the
directory containing the queen.1
game data file, in your extrapath, or
in the directory where your ScummVM executable resides.
Alternatively, you can use the compress_queen
tool from the tools
package to 'rebuild' your FOTAQ data file to include the table for that
specific version, and thus removing the run-time dependency on the
queen.tbl
file. This tool also allows you to compress the speech and
sound effects with MP3, OGG or FLAC.
The CD versions of the Gobliiins series contain one big audio track which you need to rip (see the section on using compressed audio files) and copy into the game directory if you want to have in-game music without the CD in the drive all the time. The speech is also in that track and its volume is therefore changed with the music volume control as well.
In order to run the Mac OS X Wyrmkeep re-release of the game you will need to copy over data from the CD to your hard disk. If you're on a PC then consult:
https://wiki.scummvm.org/index.php/HOWTO-Mac_Games
Although it primarily talks about SCUMM games, it mentions the "HFSExplorer" utility which you need to extract the files. Note that you have to put the speech data "Inherit the Earth Voices" in the same directory as the game data which is stored in:
Inherit the Earth.app/Contents/Resources
For the old Mac OS 9 release you need to copy the files in MacBinary format, as they should include both resource and data forks. Copy all 'ITE *' files.
To run Mickey's Space Adventure under ScummVM, the original executable of the game (mickey.exe) is needed together with the game's data files.
There is extensive mouse support for the game under ScummVM, even though there wasn't any mouse support in the original game. Menu items can be selected using the mouse, and it is possible to move to other locations using the mouse as well. When the mouse cursor is hovered on the edges of the screen, it changes color to red if it is possible to walk towards that direction. The player can then simply click on the edges of the game's screen to change location, similar to many adventure games, which is simpler and more straightforward than moving around using the menu.
To properly play the World of Xeen CD Talkie using original discs, use LAME or some other encoder to rip the cd audio tracks to files, either mp3 or ogg. Whichever you choose, the tracks of the first CD should be named from track02 to track31, whereas the second CD's audio tracks should be encoded and renamed as track32 through to track60.
For the GOG Might and Magic 4-5 installation, install the game to your computer, and do the following steps:
- The game1.inst (CUE) and game1.gog (BIN) file from the game folder is a CD image. Use software like Virtual CloneDrive to mount it as a drive. Linux and MacOS users can use bchunk to convert it to an ISO.
- Copy all the .cc files from the subfolder in the mounted drive to a new empty game folder that you create for the game.
- Copy all the music/*.ogg files from the GOG installation to your game folder. You'll then need to rename all of them from xeen??.ogg to track??.ogg
- You should then be able to point ScummVM to this new game folder, and the CD talkie version should be detected.
Savegames from either Clouds or Darkside of Xeen games can be transferred across to World of Xeen (that combines both games) simply by setting up and detecting World of Xeen (either by manually combining the two games or using the GOG World of Xeen installer), and then renaming the savegames to use the World of Xeen savegame format, by default 'worldofxeen.*'
The Xeen engine also offers two custom options in the Engine tab for the games in the ScummVM launcher. They are:
- To change the threshold armor breaks at for characters from -10HP to -80HP
- To show values for inventory items, even outside of the blacksmith, allowing the relative strength/value of armor and weapons to be compared.
Left Click: Move/action Space: Pause the game Esc: Skip cutscene F5: Menu
Myst will autosave to slot 0 if no save or an autosave is present in slot 0.
It is possible to import characters, beginning with Quest for Glory II, from past games to future games and continue from the stats earned from those games.
For example, a character can be imported from Quest for Glory I directly to Quest for Glory III without having to necessarily play Quest for Glory II.
Characters cannot be imported from future games to past games, nor can a character be imported to the same game that was just completed. In other words, a character from Quest for Glory II cannot be imported into Quest for Glory II.
If you want to use a saved character from the original Sierra interpreter, you will need to rename the character file to "qfg[game-number]-[character-filename].sav" and place it in the ScummVM save path (see section 6.0), otherwise the file won't get listed on the import screen.
Example: qfg2-thief.sav
Left Click: Move/action Arrow Keys: Movement Page Up: Look up Page Down: Look down Space: Pause the game Esc: Skip cutscene F5: Menu Ctrl-o: Load game Ctrl-s: Save game
Riven will autosave to slot 0 if no save or an autosave is present in slot 0.
If you have the dual version of Simon the Sorcerer 1 or 2 on CD, you will find the Windows version in the main directory of the CD and the DOS version in the DOS directory of the CD.
For the purposes of solving the starfield puzzle, only mouse clicks, L and Tab are really needed, though the action glyph in the PET can be used instead of Tab.
For this game, you will need the comi.la0, comi.la1 and comi.la2 files. The comi.la0 file can be found on either CD, but since they are identical it doesn't matter which one of them you use.
In addition, you will need to create a "resource" subdirectory containing all of the files from -both- "resource" subdirectories on the two CDs. Some of the files appear on both CDs, but again they're identical.
Amiga/Macintosh: You need to install a small pack of cutscenes that are missing in both of these versions of The Feeble Files. It's called "The Feeble Files - Omni TV and epilogue cutscenes for the Amiga and Macintosh versions" and you can get it here:
https://www.scummvm.org/games/#feeble
Windows: If you have the Windows version of The Feeble Files, there are several things to note.
Many of the files necessary for the game are stored in an InstallShield file called data1.cab, which ScummVM is unable to unpack. You will need to use the original installer or i5comp to unpack the contents of this file. The i5comp decompression tool, can be found via a search on the internet.
To use the speech files with ScummVM, they need to be renamed as follows:
- Rename voices.wav on CD1 to voices1.wav
- Rename voices.wav on CD2 to voices2.wav
- Rename voices.wav on CD3 to voices3.wav
- Rename voices.wav on CD4 to voices4.wav
To run The Legend of Kyrandia under ScummVM you need the kyra.dat
file. The file should already be included in official ScummVM packages.
In case ScummVM complains that the file is missing you can find it on
the Downloads
page of the ScummVM website. Note that the current
Windows release of ScummVM should contain the file embedded into the
executable, thus you only need to grab it in case ScummVM complains
about the file being missing.
The original game came in a PC booter disk, therefore it is necessary to dump the contents of that disk in an image file and name it "troll.img" to be able to play the game under ScummVM.
It is possible to import saved games from the original interpreter of the game into ScummVM.
There is extensive mouse support for the game under ScummVM, even though there wasn't any mouse support in the original game. Menu items can be selected using the mouse, and it is possible to move to other locations using the mouse as well. When the mouse cursor is hovered on the edges of the screen, it changes color to red if it is possible to walk towards that direction. The player can then simply click on the edges of the game's screen to change location, similar to many adventure games, which is simpler and more straightforward than moving around using the menu.
The Predictive Input Dialog is a ScummVM aid for running AGI engine games (which notoriously require command line input) on devices with limited keyboard support. In these situations, since typing with emulated keyboards is quite tedious, commands can be entered quickly and easily via the Predictive Input Dialog.
In order to enable predictive input in AGI games, you need to copy the pred.dic file in the ScummVM extras directory or the directory of the game you wish to play. This dictionary has been created by parsing through all known AGI games and contains the maximum set of common words.
If the dictionary is detected, the Predictive Input Dialog is displayed either when you click on the command line area (wherever keyboard input is required, even in dialog boxes), or in some ports by pressing a designated hot key.
The predictive input dialog operates in three modes, switchable by the
(*)Pre/123/Abc button. The primary input method is the predictive mode
(Pre) which resembles the way "fast typing" is performed at phones. The
alphabet is divided into 9 sets which naturally map to the 9 number keys
of the numeric keypad (0 is space). To type in a word, you press once
the number of the set which contains the letter of the word you intend
to type, then move on to the next. For example, to type the command
look
, you should press 5665. As you gradually type the intended word's
numeric code, the dictionary is accessed for known words matching your
input up to that point. As you press more keys, the prediction converges
to the correct word. This is why the printed word may change
dramatically between key presses. There exist situations though where
more than one words share the same numeric representation. For example
the words quit
and suit
map to the same number, namely 7848. In
these cases the (#)next button lights up. By pressing it, you can cycle
through the list of words sharing the same code and finally accept the
correct one by pressing (0)space or the Ok button.
The second input method (123) is the numeric input: Each key you press is entered verbatim as a number.
The third input method (Abc) is the Multi-tap Alpha input mode. This
mode is intended for entering free text, without assistance from the
dictionary scheme of predictive (Pre) mode. The text is entered one
letter at the time. For each letter first press the number of the set
which contains the letter you want, then use the (#)next button to
cycle through the letters and repeat with another number. For example,
to enter the word look
you must press the following:
5##6##6##5#
The dialog is fully usable with the mouse, but a few provisions have been made in some ScummVM ports to make its use more comfortable by naturally mapping the functionality to the numeric keypad. Also, the dialog's buttons can be navigated with the arrow and the enter keys.
Certain CD versions of Sierra SCI games had both speech and text resources. Some have an option to toggle between the two, but there are some cases where there wasn't any option to enable both simultaneously. In ScummVM, it is possible to enjoy a combined mode, where both speech and text are shown at the same time. This mode can be toggled in the ScummVM audio options, but each game has different behavior in-game regarding speech and text toggling.
The CD games where speech and subtitles can be shown simultaneously are:
- EcoQuest 1 CD
- Freddy Pharkas CD
- Gabriel Knight CD
- King's Quest 6 CD
- King's Quest VII CD
- Laura Bow 2 CD
- Leisure Suit Larry 6 CD
- Leisure Suit Larry 6 (hires) CD
- Police Quest 4 CD
- Shivers CD
- Space Quest 4 CD
- Space Quest 6 CD Torin's Passage CD
EcoQuest 1 CD: Speech and text can be toggled via the game's "Mode" option in the options dialog, or via ScummVM's audio options.
Freddy Pharkas CD: There is no in-game option to toggle speech and text. Only ScummVM's audio options can be used to toggle this feature. Note that some spoken dialog is missing from the game texts.
Gabriel Knight CD: Speech and text can be toggled via the "Text" and "Voice" buttons in the game's settings dialog, or via ScummVM's audio options.
King's Quest 6 CD: Speech and text can be toggled via the "Mode" button in the options dialog (with an extra "Dual" setting added in ScummVM), or via ScummVM's audio options.
King's Quest VII CD: There is no in-game option to toggle speech and text. Only ScummVM's audio options can be used to toggle this feature. Note that the subtitles were disabled in the official release of this game, so some subtitles may be wrong or missing.
Laura Bow 2 CD: Speech and text can be toggled via the "Mode" button in the options dialog (with an extra "Dual" setting added in ScummVM), or via ScummVM's audio options.
Leisure Suit Larry 6 CD: Either speech only or speech and text can be selected. There is no in-game option to toggle text only. Only ScummVM's audio options can be used to enable the text only mode.
Leisure Suit Larry 6 (hires) CD: Text can be toggled by selecting the "Text On/Off" option from the in-game "Game" menu, or via ScummVM's audio options. Speech cannot be disabled.
Police Quest 4 CD: Either speech only or text only can be selected from the game's settings dialog. Only ScummVM's audio options can be used to enable text+speech mode.
Shivers CD: Text can be toggled by selecting the "Text" option from the game's settings dialog, or via ScummVM's audio options. Note that only videos have subtitles in this game.
Space Quest 4 CD: Speech and text can be toggled via the "Display Mode" button in the options dialog, or via ScummVM's audio options.
Space Quest 6 CD: Speech and text can be toggled via the "Speech" and "Text" buttons in the game's settings dialog, or via ScummVM's audio options.
Torin's Passage CD: Text can be toggled by selecting "Closed Captioning" from the in-game "Game" menu. Speech can be disabled by selecting "Audio Mixer" from the in-game "Game" menu and setting the speech volume to zero.
To run the supported Zork games (Zork Nemesis: The Forbidden Lands and Zork: Grand Inquisitor) you need to copy some (extra) data to its corresponding destination.
Download the Liberation(tm) fonts package https://releases.pagure.org/liberation-fonts/liberation-fonts-ttf-2.00.1.tar.gz and unpack all the ttf files into your ScummVM extras directory. Alternatively, ScummVM comes with the GNU FreeFont fonts, though at the time of writing these fonts cause some text rendering issues. Download the subtitles patch https://www.thezorklibrary.com/installguides/znpatch.zip and unzip the addon directory into the game root directory
Download the Liberation(tm) fonts package https://releases.pagure.org/liberation-fonts/liberation-fonts-ttf-2.00.1.tar.gz and unpack all the ttf files into your ScummVM extras directory. Alternatively, ScummVM comes with the GNU FreeFont fonts, though at the time of writing these fonts cause some text rendering issues.
Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet playable. Simply name the D64 disks "maniac1.d64" and "maniac2.d64" respectively "zak1.d64" and "zak2.d64", then ScummVM should be able to automatically detect the game if you point it at the right directory.
Alternatively, you can use extract_mm_c64
from the tools package to
extract the data files. But then the game will not be properly
autodetected by ScummVM, and you must make sure that the platform is set
to Commodore64. We recommend using the much simpler approach described
in the previous paragraph.
All LucasArts SCUMM based adventures, except COMI, also exist in
versions for the Macintosh. ScummVM can use most (all?) of them,
however, in some cases some additional work is required. First off, if
you are not using a Macintosh for this, accessing the CD/floppy data
might be tricky. The reason for this is that the mac uses a special disk
format called HFS which other systems usually do not support. However,
there are various free tools which allow reading such HFS volumes. For
example HFSExplorer
for Windows and hfsutils
for Linux and other
Unix-like operating systems.
Most of the newer games on the Macintosh shipped with only a single data file (note that in some cases this data file was made invisible, so you may need extra tools in order to copy it). ScummVM is able to directly use such a data file; simply point ScummVM at the directory containing it, and it should work (just like with every other supported game).
We also provide a tool called extract_scumm_mac
in the tools package
to extract the data from these data files, but this is neither required
nor recommended.
For further information on copying Macintosh game files to your hard disk see:
https://wiki.scummvm.org/index.php/HOWTO-Mac_Games
ScummVM has been ported to run on many platforms and operating systems. Links to these ports can be found either on the ScummVM web page or by a Google search. Many thanks to our porters for their efforts. If you have a port of ScummVM and wish to commit it into the master git, feel free to contact us!
Supported platforms include (but are not limited to):
- UNIX (Linux, Solaris, IRIX, *BSD, ...)
- Windows
- Windows CE
- Windows Mobile (including Smartphones and PocketPCs)
- Mac OS X
- AmigaOS
- Android
- Atari/FreeMiNT
- BeOS
- Dreamcast
- GP2x
- Haiku
- iPhone (also includes iPod Touch and iPad)
- Maemo (Nokia Internet tablet N810)
- Nintendo 64
- Nintendo DS
- Nintendo GameCube
- Nintendo Wii
- OpenPandora
- OS/2
- PlayStation 2
- PlayStation 3
- PlayStation Portable
- PlayStation Vita
- Raspberry Pi
- RISC OS
- Symbian
- WebOS
The Dreamcast port does not support The Curse of Monkey Island, nor The Dig. The Nintendo DS port does not support Full Throttle, The Dig, or The Curse of Monkey Island. For more platform specific limitations, please refer to our Wiki:
https://wiki.scummvm.org/index.php/Platforms
In the Macintosh port, the right mouse button is emulated via Cmd-Click (that is, you click the mouse button while holding the Command/Apple/Propeller key).
There are unofficial ports to a variety of platforms, including the Xbox, and Xbox 360. Please note that these are not made by us, so we neither endorse nor can we support them. Use at your own risk!
Please note that by default, ScummVM will save games in the directory it is executed from, so you should refrain from running it from more than one location. Further information, including how to specify a specific save directory to avoid this issue, are in section 6.0.
ScummVM can be launched directly by running the executable. In this case, the built-in launcher will activate. From this, you can add games (click 'Add Game'), or launch games which have already been configured. Games can also be added in mass quantities. By pressing shift + 'Add Game' (Note that the image turns to 'Mass Add'), you can then specify a directory to start in, and ScummVM will attempt to detect games in all subdirectories of that directory.
ScummVM can also be launched into a game directly using Command Line arguments -- see the next section.
Usage: scummvm [OPTIONS]... [GAME]
[GAME] Short name of game to load. For example, 'monkey'
for Monkey Island. This can be either a built-in
gameid, or a user configured target.
-v, --version Display ScummVM version information and exit
-h, --help Display a brief help text and exit
-z, --list-games Display list of supported games and exit
-t, --list-targets Display list of configured targets and exit
--list-saves Display a list of saved games for the target specified
with --game=TARGET, or all targets if none is specified
-a, --add Add all games from current or specified directory.
If --game=ID is passed only the game with id ID is
added. See also --detect.
Use --path=PATH to specify a directory.
--detect Display a list of games with their ID from current or
specified directory without adding it to the config.
Use --path=PATH to specify a directory.
--game=ID In combination with --add or --detect only adds or attempts to
detect the game with id ID.
--auto-detect Display a list of games from current or specified directory
and start the first one. Use --path=PATH to specify
a directory.
--recursive In combination with --add or --detect recurse down all
subdirectories
--console Enable the console window (default: enabled) (Windows only)
-c, --config=CONFIG Use alternate configuration file
-p, --path=PATH Path to where the game is installed
-x, --save-slot[=NUM] Saved game slot to load (default: autosave)
-f, --fullscreen Force full-screen mode
-F, --no-fullscreen Force windowed mode
-g, --gfx-mode=MODE Select graphics scaler (see also section 5.3)
--stretch-mode=MODE Select stretch mode (center, integral, fit, stretch)
--filtering Force filtered graphics mode
--no-filtering Force unfiltered graphics mode
--gui-theme=THEME Select GUI theme (default, modern, classic)
--themepath=PATH Path to where GUI themes are stored
--list-themes Display list of all usable GUI themes
-e, --music-driver=MODE Select music driver (see also section 7.0)
--list-audio-devices List all available audio devices
-q, --language=LANG Select game's language (see also section 5.5)
-m, --music-volume=NUM Set the music volume, 0-255 (default: 192)
-s, --sfx-volume=NUM Set the sfx volume, 0-255 (default: 192)
-r, --speech-volume=NUM Set the voice volume, 0-255 (default: 192)
--midi-gain=NUM Set the gain for MIDI playback, 0-1000 (default: 100)
(only supported by some MIDI drivers)
-n, --subtitles Enable subtitles (use with games that have voice)
-b, --boot-param=NUM Pass number to the boot script (boot param)
-d, --debuglevel=NUM Set debug verbosity level
--debugflags=FLAGS Enable engine specific debug flags
(separated by commas)
-u, --dump-scripts Enable script dumping if a directory called 'dumps'
exists in the current directory
--cdrom=NUM CD drive to play CD audio from (default: 0 = first
drive)
--joystick[=NUM] Enable joystick input (default: 0 = first joystick)
--platform=WORD Specify platform of game (allowed values: 2gs, 3do,
acorn, amiga, atari, c64, fmtowns, mac, nes, pc,
pce, segacd, windows)
--savepath=PATH Path to where saved games are stored
--extrapath=PATH Extra path to additional game data
--soundfont=FILE Select the SoundFont for MIDI playback (Only
supported by some MIDI drivers)
--multi-midi Enable combination of AdLib and native MIDI
--native-mt32 True Roland MT-32 (disable GM emulation)
--enable-gs Enable Roland GS mode for MIDI playback
--output-rate=RATE Select output sample rate in Hz (e.g. 22050)
--opl-driver=DRIVER Select AdLib (OPL) emulator (db, mame, nuked)
--aspect-ratio Enable aspect ratio correction
--render-mode=MODE Enable additional render modes (hercGreen, hercAmber,
cga, ega, vga, amiga, fmtowns, pc9821, pc9801, 2gs,
atari, macintosh)
--alt-intro Use alternative intro for CD versions of Beneath a
Steel Sky and Flight of the Amazon Queen
--copy-protection Enable copy protection in games, when
ScummVM disables it by default.
--talkspeed=NUM Set talk delay for SCUMM games, or talk speed for
other games (default: 60)
--demo-mode Start demo mode of Maniac Mansion (Classic version)
--tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games
(default: 100)
The meaning of most long options (that is, those options starting with a
double-dash) can be inverted by prefixing them with "no-". For example,
--no-aspect-ratio
will turn aspect ratio correction off. This is
useful if you want to override a setting in the configuration file.
The short game name ('game target') you see at the end of the command line specifies which game is started. It either corresponds to an arbitrary user defined target (from the configuration file), or to a built-in gameid. A brief list of the latter can be found in section 3.0.
Examples:
-
Win32: Running Monkey Island, fullscreen, from a hard disk:
C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
Running Full Throttle from CD, fullscreen and with subtitles enabled:C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
-
Unix: Running Monkey Island, fullscreen, from a hard disk:
/path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
Running Full Throttle from CD, fullscreen and with subtitles enabled:/path/to/scummvm -f -n -p/cdrom/resource/ ft
The Global Menu is a general menu which is available to all of the game
engines by pressing Ctrl-F5. From this menu there are the following
buttons: Resume, Options, About, Return to Launcher, and Quit. Selecting
Options
will display a dialog where basic audio settings, such as
volume levels, can be adjusted. Selecting 'Return to Launcher' will
close the current game and return the user back to the ScummVM Launcher,
where another game may be selected to play.
Note: Returning to the Launcher is not supported by all of the engines, and the button will be disabled in the Global Menu if it is not supported.
Engines which currently support returning to the Launcher are:
AGI
AGOS
BLADERUNNER
CINE
COMPOSER
CRUISE
CRYOMNI3D
DRACI
DRASCULA
GOB
GROOVIE
HUGO
KYRA
LURE
MADE
MOHAWK
PARALLACTION
QUEEN
SAGA
SCI
SCUMM
SKY
SWORD1
SWORD2
TEENAGENT
TITANIC
TOUCHE
TSAGE
TUCKER
ZVISION
ScummVM offers several anti-aliasing filters to attempt to improve visual quality. These are the same filters used in many other emulators, such as MAME. These filters take the original game graphics, and scale it by a certain fixed factor (usually 2x or 3x) before displaying them to you. So for example, if the game originally run at a resolution of 320x200 (typical for most of the SCUMM games), then using a filter with scale factor 2x will effectively yield 640x400 graphics. Likewise with a 3x filter you will get 960x600.
They are:
1x - No filtering, no scaling. Fastest.
2x - No filtering, factor 2x (default for non 640x480 games).
3x - No filtering, factor 3x.
2xsai - 2xSAI filter, factor 2x.
super2xsai - Enhanced 2xSAI filtering, factor 2x.
supereagle - Less blurry than 2xSAI, but slower. Factor 2x.
advmame2x - Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
advmame3x - Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
hq2x - Very nice high quality filter but slow. Factor 2x.
hq3x - Very nice high quality filter but slow. Factor 3x.
tv2x - Interlace filter, tries to emulate a TV. Factor 2x.
dotmatrix - Dot matrix effect. Factor 2x.
To select a graphics filter, select it in the Launcher, or pass its name via the '-g' option to scummvm, for example:
scummvm -gadvmame2x monkey2
Note #1: Not all backends support all (or even any) of the filters listed above; some may support additional ones. The filters listed above are those supported by the default SDL backend.
Note #2: Filters can be very slow when ScummVM is compiled in a debug configuration without optimizations. And there is always a speed impact when using any form of anti-aliasing/linear filtering.
Note #3: The FM-TOWNS version of Zak McKracken uses an original resolution of 320x240, hence for this game scalers will scale to 640x480 or 960x720. Likewise, games that originally were using 640x480 (such as Curse of Monkey Island or Broken Sword) will be scaled to 1280x960 and 1920x1440.
ScummVM supports various in-game hotkeys. They differ between SCUMM games and other games.
Common:
Ctrl-F5 - Displays the Global Menu
Cmd-q - Quit (Mac OS X)
Ctrl-q - Quit (other unices including Linux)
Alt-F4 - Quit (Windows)
Ctrl-z - Quit (other platforms)
Ctrl-u - Mute all sounds
Ctrl-m - Toggle mouse capture
Ctrl-Alt 1-8 - Switch between graphics filters
Ctrl-Alt + and - - Increase/Decrease the scale factor
Ctrl-Alt a - Toggle aspect-ratio correction on/off
Most of the games use a 320x200 pixel
resolution, which may look squashed on
modern monitors. Aspect-ratio correction
stretches the image to use 320x240 pixels
instead, or a multiple thereof
Ctrl-Alt f - Enable/disable graphics filtering
Ctrl-Alt s - Cycle through scaling modes
Alt-Enter - Toggles full screen/windowed
Alt-s - Make a screenshot (SDL backend only)
Ctrl-F7 - Open virtual keyboard (if enabled)
This can also be triggered by a long press
of the middle mouse button or wheel.
SCUMM:
Alt-x - Quit
Ctrl 0-9 and Alt 0-9 - Load and save game state
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
Ctrl-g - Runs in really REALLY fast mode
Ctrl-t - Switch between 'Speech only',
'Speech and Subtitles' and 'Subtitles only'
Tilde (~) - Show/hide the debugging console
[ and ] - Music volume, down/up
- and + - Text speed, slower/faster
F5 - Displays a save/load box
Alt-F5 - Displays the original save/load box, if the
game has one. You can save and load games using
this, however it is not intended for this purpose,
and may even crash ScummVM in some games.
i - Displays IQ points (Indiana Jones and the Last
Crusade, and Indiana Jones and the Fate of
Atlantis)
Space - Pauses
Period (.) - Skips current line of text in some games
Enter - Simulate left mouse button press
Tab - Simulate right mouse button press
Beneath a Steel Sky:
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
Ctrl-g - Runs in really REALLY fast mode
F5 - Displays a save/load box
Escape - Skips the game intro
Period (.) - Skips current line of text
Blade Runner:
Ctrl-d - Starts the debugger
Space - Toggle combat mode
Enter or Escape - Skips a video or a line of dialogue
Escape - Show game menu
Tab - Activate last database
F1 - Online help
F2 - Save game menu
F3 - Load game menu
F4 - Crime scene database
F5 - Suspect database
F6 - Clue database
F10 - Quit game
Broken Sword:
F5 or Escape - Displays save/load box
Broken Sword II:
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
p - Pauses
Dragon History:
F5 - Displays the Global Menu
left click - Walk, explore
right click - Use, talk
move mouse up, i - Inventory
move mouse down, m - Map
Escape - Skip the intro, exit map/inventory
any click - Skip the currently dubbed sentence
q - Quick walking on/off
Flight of the Amazon Queen:
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
F1 - Use Journal (saving/loading)
F11 - Quicksave
F12 - Quickload
Escape - Skips cutscenes
Space - Skips current line of text
Future Wars:
F1 - Examine
F2 - Take
F3 - Inventory
F4 - Use
F5 - Activate
F6 - Speak
F9 - "Activate" menu
F10 - "Use" menu
Escape - Bring on command menu
Nippon Safes:
Ctrl-d - Starts the debugger
l - Load game
s - Save game
Simon the Sorcerer 1 and 2:
Ctrl 0-9 and Alt 0-9 - Load and save game state
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
F1 - F3 - Text speed, faster - slower
F10 - Shows all characters and objects you can
interact with
Escape - Skip cutscenes
- and + - Music volume, down/up
m - Music on/off
s - Sound effects on/off
b - Background sounds on/off
[Simon the Sorcerer 2 only]
Pause - Pauses
t - Switch between speech only and
combined speech and subtitles
[Simon the Sorcerer 1 CD (other than
English and German) and Simon the
Sorcerer 2 CD (all languages)]
v - Switch between subtitles only and
combined speech and subtitles
[Simon the Sorcerer 2 CD only]
Simon the Sorcerer's Puzzle Pack:
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
F12 - High speed mode on/off in Swampy Adventures
- and + - Music volume, down/up
m - Music on/off
s - Sound effects on/off
Pause - Pauses
Starship Titanic:
Ctrl-c - Open up the developer's cheat room
Ctrl-d - Open up the ScummVM Debugger
Left click - Move action
Shift-Left click - Edit room glyph chevrons and
quick movement transitions
Right click - Edit room glyph chevrons
and quick transitions
Mouse wheel - Scroll through items (inventory, etc)
and conversation log
Arrow keys - Movement. Down arrow/back is only available if the
given view explicitly has a backwards movement
available.
F1 - Switch to Chat-O-Mat
F2 - Switch to Personal Baggage
F3 - Switch to Remote Thingummy
F4 - Switch to Designer Room Numbers (chevron list)
F5 - GMM save menu
F6 - Switch to Real Life
F7 - GMM restore menu
Starship Titanic (Starfield Puzzle):
Tab - Toggle between starmap and skyscape
Mouse click: - skyscape star selection and
starmap star fast travel
Mouse movement - starmap orientation
SPACE - starmap stop movement
z - starmap turn left
x - starmap turn right
Single quote (') - starmap turn up
Forward slash (/) - starmap turn down
Semicolon (;) - starmap move forward
Period (.) - starmap move backward
l - starmap lock coordinate
d - starmap unlock coordinate
The Feeble Files:
Ctrl-d - Starts the debugger
Ctrl-f - Toggle fast mode
F7 - Switch characters
F9 - Hitbox names on/off
s - Sound effects on/off
Pause - Pauses
t - Switch between speech only and
combined speech and subtitles
v - Switch between subtitles only and
combined speech and subtitles
The Legend of Kyrandia:
Ctrl 0-9 and Alt 0-9 - Load and save game state
Ctrl-d - Starts the debugger
TeenAgent
F5 - Displays the Global Menu
Touche: The Adventures of the Fifth Musketeer:
Ctrl-f - Toggle fast mode
F5 - Displays options
F9 - Turn fast walk mode on
F10 - Turn fast walk mode off
Escape - Quit
Space - Skips current line of text
t - Switch between 'Voice only',
'Voice and Text' and 'Text only'
Zork: Grand Inquisitor:
Ctrl-s - Save
Ctrl-r - Restore
Ctrl-q - Quit
Ctrl-p - Preferences
F1 - Help
F5 - Inventory
F6 - Spellbook
F7 - Score
F8 - Put away current object/forget spell
F9 - Extract coin (must have the coin bag)
Space - Skips movies
Zork Nemesis: The Forbidden Lands:
Ctrl-s - Save
Ctrl-r - Restore
Ctrl-q - Quit
Ctrl-p - Preferences
Space - Skips movies
Note that using Ctrl-f or Ctrl-g is not recommended: games can crash when being run faster than their normal speed, as scripts will lose synchronisation.
Note for WinCE users: Due to the limited keyboard input in most devices, a small subset of these hot keys are supported via key remapping and/or panel actions. Please consult the README-WinCE.txt file.
ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig, The Curse of Monkey Island, Beneath a Steel Sky and Broken Sword.
Note that with the exception of Beneath a Steel Sky, Broken Sword, multilanguage versions of Goblins games and Nippon Safes Inc., using this option does not change the language of the game (which usually is hardcoded), but rather is only used to select the appropriate font (e.g. for a German version of a game, one containing umlauts).
An exception are The Dig and The Curse of Monkey Island -- non-English versions can be set to 'English.' This however only affects subtitles; game speech will remain the same.
Maniac Mansion and Zak McKracken
en - English (default)
de - German
fr - French
it - Italian
es - Spanish
The Dig
jp - Japanese
zh - Chinese
kr - Korean
The Curse of Monkey Island
en - English (default)
de - German
fr - French
it - Italian
pt - Portuguese
es - Spanish
jp - Japanese
zh - Chinese
kr - Korean
Beneath a Steel Sky
gb - English (Great Britain) (default)
en - English (USA)
de - German
fr - French
it - Italian
pt - Portuguese
es - Spanish
se - Swedish
Broken Sword
en - English (default)
de - German
fr - French
it - Italian
es - Spanish
pt - Portuguese
cz - Czech
Saved games are by default put in the current directory on some platforms and preset directories on others. You can specify the save in the config file by setting the savepath parameter. See the example config file later in this README.
The platforms that currently have a different default directory are:
Mac OS X:
$HOME/Documents/ScummVM Savegames/
Other unices:
We follow the XDG Base Directory Specification. This means by default
saved games can be found in: $XDG_DATA_HOME/scummvm/saves/
If XDG_DATA_HOME
is not defined or empty, ~/.local/share
will be
used as value of XDG_DATA_HOME
in accordance with the specification.
If an earlier version of ScummVM was installed on your system, the
previous default location of ~/.scummvm
will be kept. This is detected
based on the presence of the path ~/.scummvm
.
Windows Vista/7:
\Users\username\AppData\Roaming\ScummVM\Saved games\
Windows 2000/XP:
\Documents and Settings\username\Application Data\ScummVM\Saved games\
Windows NT4:
<windir>\Profiles\username\Application Data\ScummVM\Saved games\
Saved games are stored under a hidden area in Windows
NT4/2000/XP/Vista/7, which can be accessed by running
%APPDATA%\ScummVM\Saved Games
or by enabling hidden files in Windows
Explorer.
Note for Windows NT4/2000/XP/Vista/7 users: The default saved games location changed in ScummVM 1.5.0. The migration batch file can be used to copy saved games from the old default location, to the new default location.
For some games ScummVM will by default automatically save the current
state every five minutes (adjustable via the autosave_period
config
setting). The default autosave slot for many engines is slot 0.
The games/engines listed below have autosave support.
- AGI games
- Beneath a Steel Sky
- Bud Tucker in Double Trouble
- COMPOSER games
- Flight of the Amazon Queen
- Myst
- Riven
- SCUMM games
- The Legend of Kyrandia I (slot 999)
- ZVISION games
For the SCUMM engine, this saved game can then be loaded again via Ctrl-0, or the F5 menu.
Using saved games from original versions isn't supported by all game engines. Only the following games can use saved games from their original versions.
-
Blade Runner
- Use the debugger console and command "save" to save the game to the original format and command "load" to load such a one
- Saved games between different languages are interchangeable
- It is not recommended to convert saved games from the version with restored content as they might behave unexpectedly or might cause game breaking bugs
-
Elvira 1
- Add 8 bytes (saved game name) to the start of the saved game file
- Rename the saved game to
elvira1.xxx
-
Elvira 2
- Add 8 bytes (saved game name) to the start of the saved game file
- Rename the saved game to
elvira2-pc.xxx
(DOS version) orelvira2.xxx
(Other versions)
-
Myst
- Rename the saved game to
myst-xxx.mys
- Saves from the masterpiece edition and the regular edition are interchangeable
- Rename the saved game to
-
Riven
- Rename the saved game to
riven-xxx.rvn
- Saves from the CD and DVD edition are not interchangeable
- Rename the saved game to
-
Simon the Sorcerer 1
- Rename the saved game to
simon1.xxx
- Rename the saved game to
-
Simon the Sorcerer 2
- Rename the saved game to
simon2.xxx
- Rename the saved game to
-
Starship Titanic
- Rename the saved game to
titanic-win.xxx
for saves from the English version andtitanic-win-de.xxx
for saves from the German version - Saved games between different languages are not interchangeable
- Rename the saved game to
-
The Feeble Files
- Rename the saved game to
feeble.xxx
- Rename the saved game to
-
Waxworks
- Add 8 bytes (saved game name) to the start of the saved game file
- Rename the saved game to
waxworks-pc.xxx
(DOS version) orwaxworks.xxx
(Other versions)
Where xxx
is exact the saved game slot (i.e., 001) under ScummVM
--list-saves
This switch may be used to display a list of the current saved games of the specified target game and their corresponding save slots. If no target is specified, it lists saved games for all known target.
Usage: --list-saves --game=[TARGET]
, where [TARGET] is the target
game.
Engines which currently support --list-saves
are:
- AGI
- AGOS
- BLADERUNNER
- CGE
- CINE
- CRUISE
- CRYOMNI3D
- DRACI
- GROOVIE
- HUGO
- KYRA
- LURE
- MOHAWK
- PARALLACTION
- QUEEN
- SAGA
- SCI
- SCUMM
- SKY
- SWORD1
- SWORD2
- TEENAGENT
- TINSEL
- TITANIC
- TOON
- TOUCHE
- TSAGE
- TUCKER
- ZVISION
--save-slot/-x
This switch may be used to load a saved game directly from the command line.
Usage: --save-slot[SLOT]
or -x[SLOT]
, where [SLOT] is the save
slot number.
Engines which currently support --save-slot
/ -x are
:
- AGI
- BLADERUNNER
- CGE
- CINE
- CRUISE
- CRYOMNI3D
- DRACI
- GROOVIE
- HUGO
- KYRA
- LURE
- MOHAWK
- QUEEN
- SAGA
- SCI
- SCUMM
- SKY
- SWORD1
- SWORD2
- TEENAGENT
- TINSEL
- TITANIC
- TOON
- TOUCHE
- TSAGE
- TUCKER
- ZVISION
On most operating systems and for most games, ScummVM will by default use MT-32 or AdLib emulation for music playback. MIDI may not be available on all operating systems or may need manual configuration. If you want to use MIDI, you have several different choices of output, depending on your operating system and configuration.
null - Null output. Don't play any music.
adlib - Internal AdLib emulation
fluidsynth - FluidSynth MIDI emulation
mt32 - Internal MT-32 emulation
pcjr - Internal PCjr emulation (only usable in SCUMM games)
pcspk - Internal PC Speaker emulation
towns - Internal FM-TOWNS YM2612 emulation
(only usable in SCUMM FM-TOWNS games)
alsa - Output using ALSA sequencer device. See below.
core - CoreAudio sound, for Mac OS X users.
coremidi - CoreMIDI sound, for Mac OS X users. Use only if you have
a hardware MIDI synthesizer.
seq - Use /dev/sequencer for MIDI, *nix users. See below.
timidity - Connect to TiMidity++ MIDI server. See below.
windows - Windows MIDI. Uses built-in sequencer, for Windows users
To select a sound driver, select it in the Launcher, or pass its name
via the -e
option to scummvm, for example:
scummvm -eadlib monkey2
By default an AdLib card will be emulated and ScummVM will output the music as sampled waves. This is the default mode for several games, and offers the best compatibility between machines and games.
If ScummVM was build with libfluidsynth 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.)
NOTE: The processor requirements for FluidSynth can be fairly high in some cases. A fast CPU is recommended.
Some games which contain MIDI music data also have improved tracks designed for the MT-32 sound module. ScummVM can now emulate this device, however you must provide original MT-32 ROMs to make it work:
MT32_PCM.ROM
- IC21 (512KB)
MT32_CONTROL.ROM
- IC26 (32KB) and IC27 (32KB), interleaved byte-wise
Place these ROMs in the game directory, in your extrapath, or in the directory where your ScummVM executable resides.
You don't need to specify --native-mt32
with this driver, as it
automatically gets turned on.
NOTE: The processor requirements for the emulator are quite high; a fast CPU is strongly recommended.
Some games (such as Sam & 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.
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.
ScummVM supports a variety of MIDI modes, depending on the capabilities of your MIDI device.
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.
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.
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.
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.
If your soundcard driver supports a sequencer, you may set the
environment variable SCUMMVM_MIDI
to your sequencer device -- for
example, to /dev/sequencer
If you have problems with not hearing audio in this configuration, you
may need to set the environment variable SCUMMVM_MIDIPORT
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.
If you have installed the ALSA driver with sequencer support, then you
may set the environment variable SCUMMVM_PORT
or the config file
variable alsa_port
to specify your sequencer port. If neither is set,
the default behavior is to try both "65:0" and "17:0".
Here is a brief guide on how to use the ALSA sequencer with your
soundcard. In all cases, to obtain a list of all the sequencer ports you
have, try the command aconnect -o -l
. This should give output similar
to:
client 14: 'Midi Through' [type=kernel]
0 'Midi Through Port-0'
client 16: 'SBLive! Value [CT4832]' [type=kernel]
0 'EMU10K1 MPU-401 (UART)'
client 17: 'Emu10k1 WaveTable' [type=kernel]
0 'Emu10k1 Port 0 '
1 'Emu10k1 Port 1 '
2 'Emu10k1 Port 2 '
3 'Emu10k1 Port 3 '
client 128: 'TiMidity' [type=user]
0 'TiMidity port 0 '
1 'TiMidity port 1 '
2 'TiMidity port 2 '
3 'TiMidity port 3 '
The most important bit here is that there are four WaveTable MIDI outputs located at 17:0, 17:1, 17:2 and 17:3, and four TiMidity ports located at 128:0, 128:1, 128:2 and 128:3.
If you have a FM-chip on your card, like the SB16, then you have to load the SoundFonts using the sbiload software. Example:
sbiload -p 17:0 /etc/std.o3 /etc/drums.o3
If you have a WaveTable capable sound card, you have to load a sbk or sf2 SoundFont using the sfxload or asfxload software. Example:
sfxload /path/to/8mbgmsfx.sf2
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 noticeable 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:
timidity -iAqqq -B2,8 -Os1S -s 44100 &
(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):
fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l' command as described earlier in this section.
If you are using IRIX and the dmedia driver with sequencer support, you
can set the environment variable SCUMMVM_MIDIPORT
or the config file
variable dmedia_port
to specify your sequencer port. The default is to
use the first port.
To get a list of configured midi interfaces on your system, run "startmidi" without parameters. Example output:
2 MIDI interfaces configured:
Serial Port 2
Software Synth
In this example, you can configure ScummVM to use the "Software Synth" instead of the default "Serial Port 2" by adding a line
dmedia_port=Software Synth
to your configuration file in the section [scummvm], or setting
SCUMMVM_PORT=Software Synth
in your environment.
If your system lacks any MIDI sequencer, but you still want better MIDI quality than default AdLib emulation can offer, you can try the TiMidity++ MIDI server. See http://timidity.sourceforge.net/ for download and install instructions.
First, you need to start a daemon:
timidity -ir 7777
Now you can start ScummVM and try selection TiMidity music output. By
default, it will connect to localhost:7777, but you can change host/port
via the TIMIDITY_HOST
environment variable. You can also specify a
"device number" using the SCUMMVM_MIDIPORT
environment variable.
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 will 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:
lame -t -q 0 -b 96 track1.wav track1.mp3
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 will 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:
oggenc -q 5 track1.wav
Use flac or some other flac encoder to encode the audio tracks to files. Name the files track1.flac track2.flac etc. If 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 will 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:
flac --best track1.wav
Remember that the quality is always the same, varying encoder options will only affect the encoding time and resulting filesize.
You need LAME, and our compress_scumm_sou
utility from the
scummvm-tools package to perform this task, and ScummVM must be compiled
with MAD support.
compress_scumm_sou monster.sou
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.
As above, but ScummVM must be compiled with OGG support. Run:
compress_scumm_sou --vorbis monster.sou
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.
As above, but ScummVM must be compiled with Flac support. Run:
compress_scumm_sou --flac monster.sou
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
file size. Playing with the blocksize (-b <value>
), has the biggest
impact on the resulting file size -- 1152 seems to be a good value for
those kind of soundfiles. Be sure to read the encoder documentation
before you use other values.
Use our compress_agos
utility 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.
compress_agos effects (For Acorn CD version of Simon 1)
compress_agos simon (For Acorn CD version of Simon 1)
compress_agos effects.voc (For DOS CD version of Simon 1)
compress_agos simon.voc (For DOS CD version of Simon 1)
compress_agos simon.wav (For Windows CD version of Simon 1)
compress_agos simon2.voc (For DOS CD version of Simon 2)
compress_agos simon2.wav (For Windows CD version of Simon 2)
compress_agos mac (For Macintosh version of Simon 2)
compress_agos voices1.wav (For Windows 2CD/4CD version of Feeble)
compress_agos voices2.wav (For Windows 2CD/4CD version of Feeble)
compress_agos voices3.wav (For Windows 4CD version of Feeble)
compress_agos voices4.wav (For Windows 4CD version of Feeble)
compress_agos Music (For Windows version of Puzzle Pack)
For Ogg Vorbis add --vorbis
to the options, i.e.
compress_agos --vorbis
For Flac add --flac
and optional parameters, i.e.
compress_agos --flac
Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this file to your game directory. You can safely remove the old file.
The compress_sword1
tool from the scummvm-tools package can encode
music and speech to MP3, Ogg Vorbis as well as Flac. The 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 will automatically encode everything to MP3. Afterwards, you can
manually remove the SPEECH?.CLU files and the wave music files.
Running compress_sword1 --vorbis
will compress the files using Ogg
Vorbis instead of MP3.
Running compress_sword1 --flac
will compress the files using Flac
instead of MP3.
Use compress_sword1 --help
to get a full list of the options.
Use our compress_sword2
utility 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.
compress_sword2 speech1.clu
compress_sword2 music1.clu
For Ogg Vorbis add --vorbis to the options, i.e.
compress_sword2 --vorbis
Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to your game directory. You can safely remove the old file.
It is possible to use Flac compression by adding the --flac
option.
However, the resulting *.clf file will actually be larger than the
original.
Please note that compress_sword2
will only work with the four
speech/music files in Broken Sword II. It will not work with any of the
other *.clu files, nor will it work with the speech files from Broken
Sword.
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 is 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 Steel 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.
By default, the configuration file is saved in, and loaded from:
Windows Vista/7:
\Users\username\AppData\Roaming\ScummVM\scummvm.ini
Windows 2000/XP:
\Documents and Settings\username\Application Data\ScummVM\scummvm.ini
Windows NT4:
<windir>\Profiles\username\Application Data\ScummVM\scummvm.ini
Windows 95/98/ME:
<windir>\scummvm.ini
If an earlier version of ScummVM was installed under Windows, the
previous default location of <windir>\scummvm.ini
will be kept.
Unix:
We follow the XDG Base Directory Specification. This means our
configuration can be found in: $XDG_CONFIG_HOME/scummvm/scummvm.ini
If XDG_CONFIG_HOME
is not defined or empty, ~/.config
will be used
as value for XDG_CONFIG_HOME
in accordance with the specification.
If an earlier version of ScummVM was installed on your system, the
previous default location of ~/.scummvmrc
will be kept.
Mac OS X:
~/Library/Preferences/ScummVM Preferences
(here, ~
refers to your
home directory)
iOS:
For sandboxed version: /Preferences
Otherwise: /var/mobile/Library/ScummVM/Preferences
Others:
scummvm.ini
in the current directory
An example config file looks as follows:
[scummvm]
gfx_mode=supereagle
fullscreen=true
savepath=C:\saves\
[sky]
path=C:\games\SteelSky\
[germansky]
gameid=sky
language=de
path=C:\games\SteelSky\
description=Beneath a Steel Sky w/ German subtitles
[germandott]
gameid=tentacle
path=C:\german\tentacle\
description=German version of DOTT
[tentacle]
path=C:\tentacle\
subtitles=true
music_volume=40
sfx_volume=255
[loomcd]
cdrom=1
path=C:\loom\
talkspeed=5
savepath=C:\loom\saves\
[monkey2]
path=C:\amiga_mi2\
music_driver=windows
The following keywords are recognized:
path string The path to where a game's data files are
autosave_period number The seconds between autosaving (default: 300)
save_slot number The saved game number to load on startup.
savepath string The path to where a game will store its
saved games.
screenshotpath string The path to where screenshots are saved.
iconpath string The path to where to look for icons to use as
overlay for the ScummVM icon in the Windows
taskbar or macOS X Dock when running a game.
The icon files should be named after the game
ids and be in ico format on Windows or png
format on macOS X.
versioninfo string The version of the ScummVM that created the
configuration file.
gameid string The real id of a game. Useful if you have
several versions of the same game, and want
different aliases for them. See the example.
description string The description of the game as it will appear
in the launcher.
language string Specify language (en, us, de, fr, it, pt, es,
jp, zh, kr, se, gb, hb, cz, ru)
speech_mute bool If true, speech is muted
subtitles bool Set to true to enable subtitles.
talkspeed number Text delay in SCUMM games, or text speed in
other games.
fullscreen bool Fullscreen mode
aspect_ratio bool Enable aspect ratio correction
gfx_mode string Graphics mode (normal, 2x, 3x, 2xsai,
super2xsai, supereagle, advmame2x, advmame3x,
hq2x, hq3x, tv2x, dotmatrix, opengl)
filtering bool Enable graphics filtering
confirm_exit bool Ask for confirmation by the user before
quitting (SDL backend only).
console bool Enable the console window (default: enabled)
(Windows only).
cdrom number Number of CD-ROM unit to use for audio. If
negative, don't even try to access the CD-ROM.
joystick_num number Number of joystick device to use for input
controller_map_db string A custom controller mapping file to load to
complete default database (SDL backend only).
Otherwise, file gamecontrollerdb.txt will be
loaded from extrapath.
music_driver string The music engine to use.
opl_driver string The AdLib (OPL) emulator to use.
output_rate number The output sample rate to use, in Hz. Sensible
values are 11025, 22050 and 44100.
audio_buffer_size number Overrides the size of the audio buffer. The
value must be one of: 256 512 1024 2048 4096
8192 16384 32768. The default value is
calculated based on the output_rate to keep
audio latency below 45ms.
alsa_port string Port to use for output when using the
ALSA music driver.
music_volume number The music volume setting (0-255)
multi_midi bool If true, enable combination AdLib and native
MIDI.
soundfont string The SoundFont to use for MIDI playback. (Only
supported by some MIDI drivers.)
native_mt32 bool If true, disable GM emulation and assume that
there is a true Roland MT-32 available.
enable_gs bool If true, enable Roland GS-specific features to
enhance GM emulation. If native_mt32 is also
true, the GS device will select an MT-32 map
to play the correct instruments.
sfx_volume number The sfx volume setting (0-255)
tempo number The music tempo (50-200) (default: 100)
speech_volume number The speech volume setting (0-255)
midi_gain number The MIDI gain (0-1000) (default: 100) (Only
supported by some MIDI drivers.)
copy_protection bool Enable copy protection in certain games, in
those cases where ScummVM disables it by
default.
demo_mode bool Start demo in Maniac Mansion
alt_intro bool Use alternative intro for CD versions of
Beneath a Steel Sky and Flight of the Amazon
Queen
boot_param number Pass this number to the boot script
Sierra games using the AGI engine add the following non-standard keywords:
originalsaveload bool If true, the original save/load screens are
used instead of the enhanced ScummVM ones
altamigapalette bool Use an alternative palette, common for all
Amiga games. This was the old behavior
mousesupport bool Enables mouse support. Allows to use mouse
for movement and in game menus
Sierra games using the SCI engine add the following non-standard keywords:
disable_dithering bool Remove dithering artifacts from EGA games
prefer_digitalsfx bool If true, digital sound effects are preferred
instead of synthesized ones
originalsaveload bool If true, the original save/load screens are
used instead of the enhanced ScummVM ones
native_fb01 bool If true, the music driver for an IBM Music
Feature card or a Yamaha FB-01 FM synth module
is used for MIDI output
use_cdaudio bool Use CD audio instead of in-game audio,
when available
windows_cursors bool Use the Windows cursors (smaller and monochrome)
instead of the DOS ones (King's Quest 6)
silver_cursors bool Use the alternate set of silver cursors,
instead of the normal golden ones (Space Quest 4)
Blade Runner adds the following non-standard keywords: shorty bool If true, game will shrink the actors and make their voices high pitched sitcom bool If true, game will add laughter after actor's line or narration
Broken Sword II adds the following non-standard keywords:
gfx_details number Graphics details setting (0-3)
music_mute bool If true, music is muted
object_labels bool If true, object labels are enabled
reverse_stereo bool If true, stereo channels are reversed
sfx_mute bool If true, sound effects are muted
Flight of the Amazon Queen adds the following non-standard keywords:
music_mute bool If true, music is muted
sfx_mute bool If true, sound effects are muted
Hopkins FBI adds the following non-standard keyword:
enable_gore bool If true, enable some optional gore content in
the game
Jones in the Fast Lane adds the following non-standard keyword:
music_mute bool If true, CD audio is used, if available,
instead of in-game audio
King's Quest VI Windows adds the following non-standard keyword:
windows_cursors bool If true, the original unscaled black and white
Windows cursors are used instead of the DOS
ones. If false, the DOS cursors are used in the
Windows version, upscaled to match the rest of
the upscaled graphics
Lands of Lore: The Throne of Chaos adds the following non-standard keywords:
smooth_scrolling bool If true, scrolling is smoother when changing
from one screen to another
floating_cursors bool If true, the cursor changes when it floats to
the edge of the screen to a directional arrow.
The player can then click to walk towards that
direction.
Space Quest IV CD adds the following non-standard keyword:
silver_cursors bool If true, an alternate set of silver mouse
cursors is used instead of the original golden
ones
Simon the Sorcerer 1 and 2 add the following non-standard keywords:
music_mute bool If true, music is muted
sfx_mute bool If true, sound effects are muted
Soltys adds the following non-standard keyword:
enable_color_blind bool If true, original colors are replaced by a set
of greys
The Legend of Kyrandia adds the following non-standard keyword:
walkspeed number The walk speed (0-4)
The Legend of Kyrandia: The Hand of Fate adds the following non-standard keyword:
walkspeed number The walk speed (3 or 5, resp. fast or
slow)
The Legend of Kyrandia: Malcolm's Revenge adds the following non-standard keywords:
walkspeed number The walk speed (3 or 5, resp. fast or
slow)
studio_audience bool If true, applause and cheering sounds are heard
whenever Malcolm makes a joke
skip_support bool If true, the player can skip text and cutscenes
helium_mode bool If true, people sound like they've inhaled
Helium
The Neverhood adds the following non-standard keywords:
originalsaveload bool If true, the original save/load screens are
used instead of the enhanced ScummVM ones
skiphallofrecordsscenes bool
If true, allows the player to skip
past the Hall of Records storyboard scenes
scalemakingofvideos bool If true, the making of videos are scaled, so that
they use the whole screen
The 7th Guest adds the following non-standard keyword:
fast_movie_speed bool If true, movies are played at an increased
speed, matching the speed of the iOS version.
Movies without sound are still played at their
normal speed, to avoid music synchronization
issues
Zork Nemesis: The Forbidden Lands adds the following non-standard keywords:
originalsaveload bool If true, the original save/load screens are
used instead of the enhanced ScummVM ones
doublefps bool If true, game FPS are increased from 30 to 60
venusenabled bool If true, the in-game Venus help system is
enabled
noanimwhileturning bool If true, animations are disabled while turning
in panoramic mode
Zork: Grand Inquisitor adds the following non-standard keywords:
originalsaveload bool If true, the original save/load screens are
used instead of the enhanced ScummVM ones
doublefps bool If true, game FPS are increased from 30 to 60
noanimwhileturning bool If true, animations are disabled while turning
in panoramic mode
mpegmovies bool If true, the hires MPEG movies are used in the
DVD version of the game, instead of the lowres
AVI ones
A lot of the custom game options in the previous section can be toggled via the GUI. If a custom option is available for a specific game, a new tab called "Engine" will appear when adding or editing the configuration of that game. If the custom options are not shown, the games in question will need to be run once or readded in the ScummVM launcher's game list. This will update the configuration of each entry, allowing the custom options to be shown.
On systems using the SDL backend (for example Windows, Mac or Linux) you can use alt+s to take snapshots (see section 5.4 - Hotkeys).
You can specify the directory in which you want the screenshots to be
created in the config file. To do so add a screenshotpath value under
the [scummvm]
section:
[scummvm]
screenshotpath=/path/to/screenshots/
The default location, when no screenshot path is defined in the config file, depends on the OS:
- Windows: In
Users\username\My Pictures\ScummVM Screenshots
. - macOS X: On the Desktop.
- Other unices: In the XDG Pictures user directory,
e.g.
~/Pictures/ScummVM Screenshots
- Any other OS: In the current directory.
For an up-to-date overview on how to compile ScummVM for various platforms, please consult our Wiki, in particular this page:
https://wiki.scummvm.org/index.php/Compiling_ScummVM
If you are compiling for Windows, Linux or Mac OS X, you need SDL-1.2.2 or newer (older versions may work, but are unsupported), and a supported compiler. Several compilers, including GCC, mingw and recent versions of Microsoft Visual C++ are supported. If you wish to use MP3-compressed CD tracks or .SOU files, you will need to install the MAD library; likewise you will need the appropriate libraries for Ogg Vorbis and FLAC compressed sound. For compressed save states, zlib is required.
Some parts of ScummVM, particularly scalers, have highly optimized versions written in assembler. If you wish to use this option, you will need to install nasm assembler (see https://www.nasm.us/). Note that we currently only have x86 MMX optimized versions, and they will not compile on other processors.
On Windows, you can define USE_WINDBG
and attach WinDbg to browse
debug messages (see
https://docs.microsoft.com/en-us/windows-hardware/drivers/debugger/index).
-
Windows:
-
MinGW:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/MinGW
-
Visual Studio (MSVC):
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Visual_Studio
-
-
Linux:
-
GCC:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/GCC
-
-
AmigaOS4:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/AmigaOS4
-
Apple iPhone:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/iPhone
-
Atari/FreeMiNT:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Atari/FreeMiNT
-
Bada/Tizen:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Bada/Tizen
-
BeOS/ZETA/Haiku:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/BeOS/ZETA/Haiku
-
Google Android:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Android
-
HP webOS:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/WebOS
-
Mac OS:
-
Mac OS X:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/macOS
-
Mac OS X 10.2.8:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Mac_OS_X_10.2.8
-
Mac OS X Crosscompiling:
-
-
Maemo:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Maemo
-
Nintendo Wii and Gamecube:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Wii
-
Raspberry Pi:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/RPI
-
Sega Dreamcast:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Dreamcast
-
Sony Playstation:
-
Sony PlayStation 2:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/PlayStation_2
-
Sony PlayStation 3:
-
Sony PlayStation Portable:
-
-
Symbian:
- Please refer to: https://wiki.scummvm.org/index.php/Compiling_ScummVM/Symbian
Please refer to our extensive Changelog here.
Please refer to our extensive Credits list here.
Good Luck and Happy Adventuring! The ScummVM team. https://www.scummvm.org/