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→‎Appendix: Tools: Converted the tools README to Wiki format
(→‎Appendix: Supported games: Games category lists all games, not just supported ones: pointed to compatibility page instead)
(→‎Appendix: Tools: Converted the tools README to Wiki format)
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== Appendix: Tools ==
== Appendix: Tools ==
(describe each ScummVM command line tool in detail. Game pages might link to this.)
TODO: describe each ScummVM command line tool in detail. Game pages might link to this.
 
This is a collection of various tools that may be useful to use in conjunction with ScummVM. Please note that although a tool may support a feature, certain ScummVM versions may not. ScummVM 0.6.x does not support FLAC audio, for example.
 
=== Compression Tools ===
==== compress_scumm_sou ====
Used to compress .sou files to .so3 (MP3), .sog (Vorbis),
or .sof (FLAC).
 
==== compress_agos ====
Used to compress the Feeble Files or Simon 1/2 voc/wav files
to MP3, Vorbis or FLAC.
 
==== compress_queen ====
Used to rebuild the datafile of Flight of the Amazon Queen,
and allow optional MP3, Vorbis or FLAC compression.
 
==== compress_saga ====
Used to compress SAGA engine digital sound files to MP3, Vorbis
or FLAC.
 
Example of usage:
  compress_saga <flags here> <file>
 
Where <file> is the sound file you with to compress, without the
extension.
 
For Inherit the Earth, the digital music (music.rsc), speech
(voices.rsc or "inherit the earth voices") and sound effects
(sounds.rsc) files can be compressed. For I have no mouth, the
speech (voices*.res) files can be compressed.
The compressed files have the ".cmp" extension. Once compressed,
you only need the respective .cmp files.
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_sword1 ====
Used to compress Broken Sword 1's music and speech files to
MP3 or Vorbis or FLAC.
 
==== 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_touche ====
Used to compress and pack Touche speech files ('Vxxx' and
'OBJ') to MP3, Vorbis or FLAC to a single file named
TOUCHE.SO3/.SOG/.SOF depending on the sound compression. Once
compressed, only TOUCHE.DAT and TOUCHE.SOx files are required
to play the game under ScummVM.
 
==== compress_scumm_san <inputfile> <inputdir> <outputdir> [--ogg] ====
Compresses '.san' smush animation files. It uses lossless
zlib for compressing FOBJ gfx chunks inside a san file.
It also can create a separate Ogg file with the audio track.
 
Example of usage:
  compress_scumm_san opening.san uncomp comp
 
In order to use such compressed files, your ScummVM binary
must have been built with zlib support enabled (you can find
out whether that's the case by looking at the About dialog).
For the Ogg or MP3 compression feature, your ScummVM binary
naturally must have been built with Ogg or MP3 support enabled.
 
NOTE: For some '.san' files there is a corresponding '.flu'
file, which contains offsets into the '.san' file. Hence, the
compress_scumm_san has to modify the '.flu' file. This happens
automatically, if the '.san' and '.flu' files are in the
same directory (which is normally the case). If you want to
move the '.san' files before compressing them, make sure to
move the '.flu' files, too!
 
==== compress_scumm_bun <inputfile> <inputdir> <outputdir> [params] ====
Used to the compress '.bun' music/voice files with MP3, Vorbis
or FLAC.
 
Example of usage:
  compress_scumm.bun digmusic.bun uncomp comp --flac
 
Please note that FLAC compression will produce larger files
than the original, for The Curse of Monkey Island!
 
==== compress_kyra ====
Used to compress The Legend of Kyrandia's speech files with
MP3, Vorbis or FLAC.
 
Example of usage:
  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.
 
=== Encoder Tools ===
==== encode_dxa <filename> ====
 
Creates DXA file out of extracted Smacker video.
 
To extract a video use RAD Game Tools and perform 2 passes
on it. For example, if your video is called 'intro.smk'.
 
1. Extract the video to PNG, 256 colors (choose PNG format
and tick the checkbox). It will create bunch of files named
'introXXX.png', where XXX is frame number. Make sure you have
extracted 256 colors PNGs, otherwise encode_dxa will complain.
 
2. Extract the audio to WAV format, you will get an
'intro.wav' file.
 
3. Put files 'intro.smk', 'intro.wav' and 'intro*.png' into a
single directory.
 
4. Run `encode_dxa intro.smk` in that directory
 
5. You will get an intro.dxa file and intro.flac/mp3/ogg file
in result.
 
Additionally you may use batch processing mode of SMK files in
RAD Game Tools. Just select more than one file and push the
'Convert' button. It will ask you either you want them
processed in batch mode and will do this for you. All buttons
and conversion options work the same.
 
==== convert_dxa.bat, convert_dxa_one.bat ====
 
To ease your life we also provide batch files to autoconvert
all files. It should work with any game version.
 
1. Copy *.smk files from all CDs to some directory
 
2. Edit paths in convert_dxa.bat file.
 
3. Run the batch. If you set everything correct, it will be
almost unattended conversion, just for several files there
are no audio, and RAD Game Tools converter will ask you to
press OK
 
==== convert_dxa.sh ====
 
Same as above convert_dxa.bat, just for *nix-based systems.
It uses Wine to run RAD Game 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.
 
==== extract_agos ====
Extracts the packed files used in the Amiga and AtariST
versions of Elvira 1/2, Waxworks and Simon the Sorcerer 1.
 
==== extract_kyra ====
Unpacks .PAK files from Kyrandia games.
 
==== extract_scumm_mac ====
Extracts Macintosh "single file" SCUMM games into their
component parts, for use with ScummVM.
This is required for ScummVM up to version 0.6.x; all
later versions directly support reading this file
format.
 
==== extract_loom_tg16 ====
Extracts data files from the PC-Engine version of Loom.
Use the dumpcd utility at http://www.zeograd.com/misc_download.php
to dump the code tracks on the CD.
 
==== extract_mm_apple ====
Extracts data files from the Apple II version of Maniac
Mansion.
 
==== extract_mm_c64 ====
Extracts data files from the Commodore 64 version of Maniac
Mansion.
 
==== extract_mm_nes ====
Extracts data files from the NES version of Maniac Mansion.
 
==== extract_parallaction ====
Extracts the contents of archives used by Nippon Safes
 
==== extract_zak_c64 ====
Extracts data files from the Commodore 64 version of Zak
McKracken.
 
=== 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.
 
==== descumm ====
Decompiles SCUMM scripts
 
==== desword2 ====
Disassembles Broken Sword II scripts
 
==== dekyra ====
Basic script disassembler for Legend of Kyrandia games
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