2,158
edits
m (Previous commit should read: "Fixed headings". Fixed layout) |
CrystalBen (talk | contribs) m (adding instructions for compress_gob) |
||
(60 intermediate revisions by 13 users not shown) | |||
Line 1: | Line 1: | ||
{| border="0" cellpadding="2" cellspacing="1" style="margin:1em; background:#FF0000;" | {| border="0" cellpadding="2" cellspacing="1" style="margin:1em; background:#FF0000;" | ||
|- style="background:#ffffff" | |- style="background:#ffffff" | ||
Line 5: | Line 4: | ||
|} | |} | ||
This is a collection of various tools that may be useful to use in conjunction with ScummVM. | This is a collection of various tools that may be useful to use in conjunction with ScummVM. To download the Tools package, go to the ScummVM [https://www.scummvm.org/downloads/#tools Downloads page] | ||
== | ==Using the GUI== | ||
=== | The recommended way to use the tools are using the tool GUI, run the program tool program. | ||
Most common usage is to compress files, to do that, simply click Next as compression is the default activity. If you are compressing Touche data files, you need to select advanced mode and then compress_touche, as the tools do not support selecting the touche directory automatically. | |||
[[Image:Toolguide1.png]] | |||
Next select the input file, depending on the tool you are using, this file to be selected differs greatly. You can look in the list below for the expected extension or filename, if you don't know it already. For some games this is obvious as there only is a single data file. For games that ship on multiple disks, select the first disk on this page, you will be asked for the second disk on the next page. | |||
Sometime a tool is applied on a single file, but the game may contain many such file. By selecting ''Run on all files with the same extension'' you can automatically run the tool on all the files with the same extension and present in the same directory as the selected input file. For example you can run [[User_Manual/Appendix:_Tools#compress_scumm_san|compress_scumm_san]] on all the SAN file of a game. | |||
In most cases, the tool to be used will be automatically detected, if there are multiple options, you must manually select the correct tool to be used, this is usually obvious from the name of the tool, if you are unsure, check the list of tools below. | |||
[[Image:Toolguide2.png]] | |||
In this case, the correct tool (compress_queen) was automatically detected. Now select the output directory, note that the directory '''must exist'''. Extraction tools usually generate a large amount of output files, while compression tools generate a single archive. Since ScummVM usually expects a specific filename for compressed archives, you should not change the default after extraction completes. | |||
[[Image:Toolguide3.png]] | |||
Next, you will be asked for target platform. This is the platform that you are running ScummVM on, '''not''' the platform you are running the tools on. Note that this does not make the output files incompatible with other platforms. Instead it affects the default audio settings to be optimized for the platform selected, as support for some are very poor on certain platform (and will make ScummVM run very slow). | |||
[[Image:Toolguide4.png]] | |||
Next page asks audio for audio format to use, in most cases you can leave this at the default setting. If you want to configure bitrate and quality settings manually, check the advanced options checkbox, and you can change this at the next page. | |||
[[Image:Toolguide5.png]] | |||
After this, the tool will run. This can take a while and if all went well, you can continue on to the next page. If an error occured, you can go back to adjust settings. Take | |||
special care to note that some input files can cause the entire application to crash as many tools don't check too well for mal-formatted input files. | |||
[[Image:Toolguide6.png]] | |||
If all is well, advance to the next page to finish the guide! Enjoy your newly compressed/extracted data files! | |||
[[Image:Toolguide7.png]] | |||
==Using the CLI== | |||
You can access all tools through the command line interface using the following syntax: | |||
./scummvm-tools-cli [audio mode params] [params] [-o output] [extract|compress] <inputfile N ...> | |||
Normally, all arguments except the input file(s) can be skipped. You can specify extract or compress before the filename to hint the tool what activity you want to perform. In many cases, the tools will output to the directory "out/" relative to the input file, if no directory is specified. | |||
Some tools take additional parameters, use --help <tool name> to display extra arguments for that tool. | |||
Use --list to display a list of all supported tools. | |||
Use the -o or --output flag to specify the output file, if it's a directory, it's strongly recommended to append / to the filename for clarity. Normally the tools will output to the directory "out/" relative to the input file, if no directory is specified, some tools output to a file instead of a directory. | |||
You can also specify the tool explicitly to ignore automatic detection: | |||
./scummvm-tools-cli --tool <tool name> [audio mode params] [params] [-o output] <inputfile N ...> | |||
===Audio mode params=== | |||
You can specify what compression method to use. Use '''--mp3''', '''--flac''' or '''--vorbis''' first to select a special format, default is MP3. | |||
====MP3 mode params (version 1.1.1)==== | |||
*'''-b ''rate''''' — ''rate'' is the target bitrate(ABR)/minimal bitrate(VBR). | |||
*'''-B ''rate''''' — ''rate'' is the maximum ABR/VBR bitrate. | |||
*'''--vbr''' — LAME Uses the VBR mode (default). | |||
*'''--abr''' — LAME Uses the ABR mode. | |||
*'''-V ''value''''' — Specifies the value (0 - 9) of VBR quality (0 being the best quality). | |||
*'''-q ''value''''' — Specifies the MPEG algorithm quality (0 - 9) (0 being the best quality). | |||
*'''--silent''' — The output of LAME is hidden. | |||
*'''--lame-path''' — Specifies the path to lame (default: lame). | |||
====MP3 mode params (version 1.2.0svn)==== | |||
*'''--vbr''' — LAME Uses the VBR mode (default). | |||
*'''--abr ''rate''''' — LAME Uses the ABR mode with the given target bit rate. | |||
*'''--cbr ''rate''''' — LAME Uses the CBR mode with the given bit rate. | |||
*'''-b ''rate''''' — ''rate'' is the minimum ABR/VBR bitrate (undefined by default). | |||
*'''-B ''rate''''' — ''rate'' is the maximum ABR/VBR bitrate (undefined by default). | |||
*'''-V ''value''''' — Specifies the value (0 - 9) of VBR quality (0 being the best quality). | |||
*'''-q ''value''''' — Specifies the MPEG algorithm quality (0 - 9) (0 being the best quality). | |||
*'''--silent''' — The output of LAME is hidden. | |||
*'''--lame-path''' — Specifies the path to lame (default: lame). | |||
====Vorbis mode params==== | |||
*'''-b ''rate''''' — ''rate'' is the nominal bitrate. | |||
*'''-m ''rate''''' — ''rate'' is the minimum bitrate. | |||
*'''-M ''rate''''' — ''rate'' is the maximum bitrate. | |||
*'''-q ''value''''' — Specifies the value (-1 - 10) of VBR quality 10 is best quality. | |||
*'''--silent''' — The output of oggenc is hidden. | |||
====Flac mode params==== | |||
*'''--fast''' — FLAC uses compression level 0. | |||
*'''--best''' — FLAC uses compression level 8. | |||
*'''-''value''''' — Specifies the ''value'' (0 - 8) of compression, with 8 being the best quality. | |||
*'''-b ''value''''' — Specifies a blocksize of ''value'' samples, must be a multiple of 8 between 8 and 160. | |||
*'''--verify'''' — Files are encoded and then decoded to check accuracy. | |||
*'''--silent''' — The output of FLAC is hidden. | |||
==Compression Tools== | |||
=== compress_agos === | ===compress_agos=== | ||
Used to compress the Feeble Files or Simon 1/2 voc/wav files | Used to compress the Feeble Files or Simon 1/2 voc/wav files | ||
to MP3, Vorbis or FLAC. | to MP3, Vorbis or FLAC. | ||
Example of usage: | |||
./scummvm-tools-cli --tool compress_agos --vorbis -q 7 SIMON2.WAV | |||
===compress_gob=== | |||
* Used for compressing a extracted .STK/.ITK/.LTK/.JTK file. | |||
Usage: compress_gob [-o <output path>] [-f] <conf file> | |||
* <conf file> is a .gob file generated extract_gob_stk | |||
* <-f> forces compression for all files | |||
===compress_kyra=== | |||
Used to compress The Legend of Kyrandia's speech files with | |||
MP3, Vorbis or FLAC. | |||
Example of usage: | |||
./scummvm-tools-cli --tool compress_kyra <flags here> input/GEMCUT.VRM output/GEMCUT.VRM | |||
Note: You have to keep the VRM extension, else it will NOT work. | |||
Use it like shown above, copy all *.VRM files to a directory | |||
and let the tool put the output file in another directory. | |||
=== compress_queen === | === compress_queen === | ||
Line 20: | Line 128: | ||
and allow optional MP3, Vorbis or FLAC compression. | and allow optional MP3, Vorbis or FLAC compression. | ||
=== compress_saga === | For this tool you need both the original uncompressed ''queen.1'' data file and the ''queen.tbl'' file that is distributed with ScummVM. | ||
Example of usage: | |||
./scummvm-tools-cli --tool compress_queen <flags here> [-o outputfile] queen.1 | |||
The default output file is "queen.1c" | |||
=== compress_saga=== | |||
Used to compress SAGA engine digital sound files to MP3, Vorbis | Used to compress SAGA engine digital sound files to MP3, Vorbis | ||
or FLAC. | or FLAC. | ||
Example of usage: | Example of usage: | ||
compress_saga <flags here> <file> | ./scummvm-tools-cli --tool compress_saga <flags here> <file> | ||
Where <file> is the sound file you with to compress, without the | Where <file> is the sound file you with to compress, without the | ||
Line 39: | Line 154: | ||
There is no compression support yet for the following versions: | There is no compression support yet for the following versions: | ||
*The Mac CD Guild version of Inherit the Earth (uses MacBinary *.bin files) | |||
*The unsupported early DOS demo of Inherit the Earth | |||
=== | ===compress_sci === | ||
Used to compress | Used to compress Sierra resource.aud/.sfx and AUDIO001.002 files. This tool is not compatible with SCI32 games! | ||
=== | Example of usage: | ||
Used to compress | ./scummvm-tools-cli --tool compress_sci --vorbis [-o output] resource.aud | ||
files | |||
===compress_scumm_bun=== | |||
<font color=red>Since version 2.6.0 ScummVM no longer supports playing the Dig with compressed BUN files.</font> | |||
Used to the compress '.bun' music/voice files with MP3, Vorbis | |||
or FLAC. | |||
Example of usage: | |||
./scummvm-tools-cli --tool compress_scumm_bun --flac digmusic.bun uncomp comp | |||
Please note that FLAC compression will produce larger files | |||
than the original, for The Curse of Monkey Island! | |||
=== compress_scumm_san === | ===compress_scumm_san === | ||
Compresses '.san' smush animation files. It uses lossless | Compresses '.san' smush animation files. It uses lossless | ||
zlib for compressing FOBJ gfx chunks inside a san file. | zlib for compressing FOBJ gfx chunks inside a san file. | ||
Line 67: | Line 181: | ||
Example of usage: | Example of usage: | ||
compress_scumm_san opening.san uncomp comp | ./scummvm-tools-cli --tool compress_scumm_san opening.san uncomp/ comp/ | ||
In order to use such compressed files, your ScummVM binary | In order to use such compressed files, your ScummVM binary | ||
Line 83: | Line 197: | ||
move the '.flu' files, too! | move the '.flu' files, too! | ||
=== | ===compress_scumm_sou=== | ||
Used to | <font color=red>Since version 2.6.0 ScummVM no longer supports playing Full Throttle with a compressed MONSTER.SOU file. Compressed files still work with other games.</font> | ||
or FLAC. | |||
Used to compress .sou files to .so3 (MP3), .sog (Vorbis), | |||
or .sof (FLAC). | |||
Example of usage: | |||
./scummvm-tools-cli --tool compress_scumm_sou --mp3 MONSTER.SOU | |||
or simply: | |||
./scummvm-tools-cli --mp3 MONSTER.SOU | |||
===compress_sword1 === | |||
Used to compress Broken Sword 1's music and speech files to MP3 or Vorbis or FLAC. | |||
Only the PC and the Mac version are currently supported. The PSX version is not supported by this tool. | |||
Example of usage: | Example of usage: | ||
./scummvm-tools-cli --tool compress_sword1 --vorbis -q 7 BS1/swordres.rif | |||
The input file (in that case BS1/swordres.rif) can be any file at the root of the directory that contains the Broken Sword data files. When the tool is auto-detected (i.e. when not using the --tool flag), the input file should be either the swordres.rif file or one of the cluster file (*.clu for the PC version or *.clm for the mac version). | |||
The tool will look for the speech and the music files in the SPEECH/ and MUSIC/ sub-directories respectively (e.g. BS1/SPEECH/speech1.clu). If they are not found there, it then looks for them directly at the root of the input directory (e.g. BS1/speech1.clu). The compressed files will also be created in the MUSIC/ and SPEECH/ sub-directories of the output directory if these sub-directories exist. Otherwise the compressed files will be created at the root of the output directory. | |||
It is possible to compress only the speech files or the music files using the '''--speech-only''' or '''--music-only''' flags: | |||
./scummvm-tools-cli --tool compress_sword1 --vorbis --speech-only BS1/swordres.rif | |||
===compress_sword2=== | |||
Used to compress Broken Sword 2's music and speech .clu | |||
files to .cl3 (MP3), .clg (Vorbis) or .clf (FLAC). | |||
Please note that FLAC compression will produce a larger file | |||
than the original! This is because the original files already | |||
use lossy compression. | |||
===compress_tinsel=== | |||
Used to compress tinsel .smp files. | |||
=== | ===compress_touche=== | ||
Used to compress | Used to compress and pack Touche speech files ('Vxxx' and | ||
MP3, Vorbis or FLAC. | 'OBJ') to MP3, Vorbis or FLAC to a single file named | ||
TOUCHE.SO3/.SOG/.SOF depending on the sound compression. Once | |||
compressed, only TOUCHE.DAT and TOUCHE.SOx files are required | |||
to play the game under ScummVM. | |||
Example of usage: | Example of usage: | ||
./scummvm-tools-cli --tool compress_touche <flags here> [-o outputfile] <inputdir> | |||
If no ''outputfile'' is provided, or if it is a directory, the file will be named ''TOUCHE.XXX'', where XXX depends on the compression method, and will be created in the output directory if one is given, or the current directory otherwise. | |||
The ''inputdir'' should be the directory that contains all the touche data files (''TOUCHE.DAT'', ''OBJ'' and the ''Vxxx'' files). | |||
===compress_tucker=== | |||
Used to compress .wav files from FX/MUSIC/SPEECH directories to a single file named TUCKER.SOx Once compressed, the 3 directories aren't required to play the game under ScummVM. | |||
== Encoder Tools == | ==Encoder Tools== | ||
=== encode_dxa <filename> === | ===encode_dxa <filename>=== | ||
Creates DXA file out of extracted Smacker video. | Creates DXA file out of extracted Smacker video. | ||
Line 134: | Line 280: | ||
and conversion options work the same. | and conversion options work the same. | ||
=== convert_dxa.bat, convert_dxa_one.bat === | === convert_dxa.bat, convert_dxa_one.bat=== | ||
To ease your life we also provide batch files to autoconvert | To ease your life we also provide batch files to autoconvert | ||
all files. It should work with any game version. | all files. It should work with any game version. | ||
Line 147: | Line 293: | ||
press OK | press OK | ||
=== convert_dxa.sh === | ===convert_dxa.sh=== | ||
Same as above convert_dxa.bat, just for *nix-based systems. | Same as above convert_dxa.bat, just for *nix-based systems. | ||
It uses Wine to run RAD Game Tools. | It uses Wine to run RAD Game Tools. | ||
== Extraction Tools == | ==Extraction Tools== | ||
Many games package together all their game data in a few big archive files. The following tools can be used to extract these archives, and in some cases are needed to make certain game versions usable with ScummVM. In general, though, they are mostly intended for ScummVM developers and not useful to end users. | Many games package together all their game data in a few big archive files. The following tools can be used to extract these archives, and in some cases are needed to make certain game versions usable with ScummVM. In general, though, they are mostly intended for ScummVM developers and not useful to end users. | ||
=== extract_agos === | ===extract_agos === | ||
Extracts the packed files used in the Amiga and AtariST | Extracts the packed files used in the Amiga and AtariST | ||
versions of Elvira 1/2, Waxworks and Simon the Sorcerer 1. | versions of Elvira 1/2, Waxworks and Simon the Sorcerer 1. | ||
=== extract_kyra === | Example of usage: | ||
./scummvm-tools-cli --tool extract_agos <infile 1> ... <infile n> | |||
===extract_cge=== | |||
Unpack Soltys and Sfinx game data files. | |||
Example of usage: | |||
./scummvm-tools-cli --tool extract_cge [-o outputdir] <inputfile> | |||
The <inputfile> has to be either the vol.cat or the vol.dat file. | |||
See also the [[#pack_cge|re-packaging tool]] for the Soltys game files. | |||
=== extract_cine=== | |||
Unpacks Delphine's Cinematique engine's archive files. Should work at least with Future Wars and Operation Stealth. It seems to also work with Cruise for a Corpse. | |||
It accepts only one input file. This may be either one of the archive file, in which case only this file is unpacked, or the 'vol.cnf' file, in which case all archive files listed in the 'vol.cnf' file are unpacked. | |||
Example of usage: | |||
./scummvm-tools-cli --tool extract_cine [-o outputdir] <infile> | |||
===extract_cruise_pc=== | |||
Unpack the E1, E4 and E5 files found in some versions of Cruise for a Corpse. To extract the D1 to D5 files, use the extract_cine tool instead. | |||
Example of usage: | |||
./scummvm-tools-cli --tool extract_cruise_pc [-o outputdir] <infile> | |||
===extract_fascination_cd=== | |||
Extract the hidden STK from Fascination CD. It's designed to work on ISO files of the first data track only i.e. ~11M, not 652M. If your CD reading tool does not support single track ISO creation, this can be created using a tool such as "dd" to truncate the ISO dump. | |||
=== extract_gob_stk=== | |||
* Extract the files from a Stick file used by 'gob' engine (.STK/.ITK/.LTK/.JTK). | |||
* Usage: extract_gob_stk [-o outputname] stickname | |||
* ouputname is used to force the gob config filename (used by compress_gob) stickname is the name of the file to extract/decompress | |||
=== extract_kyra=== | |||
Unpacks .PAK files from Kyrandia games. | Unpacks .PAK files from Kyrandia games. | ||
It is also able to extract the installer package files from Hand of Fate DOS floppy version. You should be sure you got all WESTWOOD.### files for that, since they are one big package file splitted into several, so with -x you will extract *all* files from the installer files. | |||
This tool takes some additional arguments, run ./scummvm-tools-cli --help extract_kyra for details. | |||
This | |||
Example of usage: | |||
./scummvm-tools-cli --tool extract_kyra -x [-o outputdir] <infile> | |||
=== extract_loom_tg16 === | ===extract_loom_tg16=== | ||
Extracts data files from the PC-Engine version of Loom. | Extracts data files from the PC-Engine version of Loom. | ||
=== extract_mm_apple === | You will need to extract the code track from the CD with one of the following utilities | ||
'''Windows''' | |||
Use dumpcd [[http://www.zeograd.com/misc_download.php dumpcd Link]]/[[https://adrianastley.com/files/scummvm/dumpcd.exe.gz Alternative Link]] | |||
There is also a version with a GUI available [[https://adrianastley.com/files/scummvm/windumpcd.rar here.]] | |||
Alternatively use TurboRip from [[https://adrianastley.com/files/scummvm/TurboRipV100.rar here]]. | |||
Another alternative is to use the PC-Engine emulator [http://www.ouma.jp/ootake/ Ootake] (You will need to own an original console because Ootake requires that you dump the system card) | |||
'''Linux''' | |||
You may compile dumpcd using the source code available [[https://adrianastley.com/files/scummvm/dumpcd-0.1.zip here]]. | |||
===extract_mm_apple=== | |||
Extracts data files from the Apple II version of Maniac | Extracts data files from the Apple II version of Maniac | ||
Mansion. | Mansion. | ||
=== extract_mm_c64 === | ===extract_mm_c64 === | ||
Extracts data files from the Commodore 64 version of Maniac | Extracts data files from the Commodore 64 version of Maniac | ||
Mansion. | Mansion. | ||
=== extract_mm_nes === | ===extract_mm_nes === | ||
Extracts data files from the NES version of Maniac Mansion. | Extracts data files from the NES version of Maniac Mansion. | ||
=== extract_parallaction === | ===extract_parallaction=== | ||
Extracts the contents of archives used by Nippon Safes | Extracts the contents of archives used by Nippon Safes | ||
=== extract_zak_c64 === | ===extract_scumm_mac === | ||
Extracts Macintosh "single file" SCUMM games into their | |||
component parts, for use with ScummVM. | |||
This is required for ScummVM up to version 0.6.x; all | |||
later versions directly support reading this file | |||
format. | |||
=== extract_t7g_mac === | |||
Extract data files from the The 7th Guest Macintosh data file. | |||
===extract_zak_c64=== | |||
Extracts data files from the Commodore 64 version of Zak | Extracts data files from the Commodore 64 version of Zak | ||
McKracken. | McKracken. | ||
===pack_cge=== | |||
Pack Soltys and Sfinx game data files (as such this is not really an extraction tool, see [[#extract_cge|extract_cge]] for the extraction tool). | |||
Example of usage: | |||
./scummvm-tools-cli --tool pack_cge [-o outputdir] <inputdir> | |||
== Script Tools == | == Script Tools == | ||
The following tools can be used to analyze the game scripts (controlling the behavior of certain scenes and actors in a game). They are intended for use by developers, and as such in general not helpful to normal users. | The following tools can be used to analyze the game scripts (controlling the behavior of certain scenes and actors in a game). They are intended for use by developers, and as such in general not helpful to normal users. | ||
=== | ===decine=== | ||
Decompiles | Decompiles Delphine's Cinematique engine's scripts. | ||
Should work at least with Future Wars and Operation Stealth. | |||
Example of usage: | |||
decine [type] [version] [filename] | |||
type: -prc or -rel (Use -prc for *.prc-files, -rel for *.rel-files)<br> | |||
version: -v1 or -v2 (Use -v1 for Future Wars, -v2 for Operation Stealth)<br> | |||
filename: The name of the script file to decode | |||
=== degob=== | |||
Decompiles TOT scripts used in Coktel Vision games | |||
=== desword2 === | Example of usage: | ||
degob <version> <file.tot> [<file.ext>] [<commun.ext>] | |||
<version> describes from which game the script file was taken and is one of "Gob1", "Gob2", "Gob3", "Ween", "Bargon", "Fascination", "Adibou2", "Geisha", "Lost", "Woodruff", "Dynasty" and "Urban". | |||
If the script file calls loadMult(), the script file's EXT file must be supplied on the command line as well; some script files also require a commun.ext. degob throws an error to let you know if any of the two should be the case. | |||
===dekyra=== | |||
Basic script disassembler for Legend of Kyrandia games | |||
===descumm=== | |||
Decompiles SCUMM scripts. | |||
Syntax: | |||
descumm [-o] filename | |||
Flags: | |||
-0 Input Script is C64 | |||
-1 Input Script is v1 | |||
-2 Input Script is v2 | |||
-3 Input Script is v3 | |||
-4 Input Script is v4 | |||
-5 Input Script is v5 | |||
-6 Input Script is v6 | |||
-7 Input Script is v7 | |||
-8 Input Script is v8 | |||
-p Input Script is from Humongous Entertainment game | |||
-n Use Indy3-256 specific hacks | |||
-z Use Zak256 specific hacks | |||
-u Script is Unblocked/has no header | |||
-o Always Show offsets | |||
-i Don't output ifs | |||
-e Don't output else | |||
-f Don't output else-if | |||
-w Don't output while | |||
-b Don't output breaks | |||
-c Don't show opcode | |||
-x Don't show offsets | |||
-h Halt on error | |||
descumm sends the results to [http://en.wikipedia.org/wiki/Standard_streams standard output], so you should redirect the output using the ">" character, like so: | |||
descumm -5 inscript.tmp > outscript.txt | |||
Each version of the SCUMM engine has a different instruction set, so you must specify which set to use when interpreting the input. If you're not sure which version number to use, consult the table at [[SCUMM/Versions]]. Note that Indy3-256 and Zak256 have a few instructions that differ from the standard SCUMM V3 instruction set, so you should also specify the "-n" or "-z" option. | |||
By default, descumm attempts to interpret most instructions that jump to another address as "if/else" or "while" blocks. If you like, you can retain just the basic instruction, which will appear in the form of: | |||
unless ([boolean-expression]) goto [address]; | |||
You can also disable outputting the opcode hex values and address offsets, although you may have trouble understanding where jumps go to. | |||
If the script has been "unblocked", it is missing the header information as described in [[SCUMM/Technical_Reference/Script_resources]]. This information is not necessary to interperet the code, but you must tell descumm if is not present via the "-u" option. | |||
===desword2=== | |||
Disassembles Broken Sword II scripts | Disassembles Broken Sword II scripts | ||
=== | ===degroovie=== | ||
Disassembles and reassembles Groovie and Groovie 2 scripts. Use -v v2 for Groovie 2. | |||
To disassemble: | |||
./decompile -D -e groovie -v v2 ~/The11thHour/GROOVIE/SCRIPT.GRV > ~/script.gasm | |||
To reassemble | |||
./decompile -e groovie -v v2 ~/script.gasm -b ~/script.grv | |||
==Other Tools== | |||
===pack_bladerunner=== | |||
Can be used to pack the four "CDFRAMES.DAT" files from the four Blade Runner CDs into a single "HDFRAMES.DAT" file (this is the file that the original game installer creates) which should be copied into the game's directory. | |||
Syntax: | |||
./scummvm-tools-cli --tool pack_bladerunner <inputdir>/CDFRAMES1.DAT | |||
The <inputdir> is the path to the folder that should contain the "CDFRAMES.DAT" files from the game CDs, renamed as ''"CDFRAMES1.DAT", "CDFRAMES2.DAT", "CDFRAMES3.DAT", "CDFRAMES4.DAT"'' copied from the first, second, third and fourth CD respectively. | |||
Note that '''an alternative method''', also supported by ScummVM, is to simply copy the "CDFRAMES.DAT" files from each CD directly into the game directory; the "CDFRAMES.DAT" files would still have to be renamed as ''"CDFRAMES1.DAT", "CDFRAMES2.DAT", "CDFRAMES3.DAT", "CDFRAMES4.DAT"'' as above, so that they are properly detected by ScummVM. | |||
=== create_sjisfnt=== | |||
Allows the creation of a Shift JIS Japanese font from a compatible truetype font (sazanami-mincho.ttf / kochi-mincho.ttf) | |||
Syntax: | |||
create_sjisfnt [compatible font] SJIS.FNT | |||
Can be used for all FM-Towns/PC-98/PC-Engine games which require the original font ROMs. | |||
{{ManualFooterLinksNoNext|prev=Appendix: Config file description}} |
edits