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SirDave's PocketScumm Manual Rev.3


SirDave's PocketScumm Manual Rev.3

Postby sirdaved » Nov 29, 2002 @ 8:14am

An updated version of SirDave's Manual (Version 4) for
PocketScumm v0.9.1 and above is now available at it's new home:
http://forums.scummvm.org/viewtopic.php?t=936

SIRDAVE'S PocketSCUMM Manual (Revision 3.0)
===========================================
Manual Revision 3.0: Considered complete for PocketScumm versions 0.7.*
to version 0.8.2 (and above)
This revision is a major update and includes:
-useful information as to how key-assignments are stored in PocketScumm,
-Extensive instructions for compressing various sound files
on all games for which ScummVM provides compression tools,
with new indepth 'compression' instructions for
Curse of Monkey Island, The Dig, Simon The Sorcerer 1&2,
and Broken Sword 1&2.
-Information related to enhancements in PocketScumm v.0.8.*
===========================================

First of all, it needs to be emphasized that if it weren't for Arisme,
there would be no PocketScumm, so we need to be eternally grateful to him
for spending countless unpaid hours creating and updating PocketScumm,
a dauntless job when you consider the changes both in ScummVM itself
and the constantly changing models of pocketpcs and other mobile PDAs
that can potentially use PocketScumm!

SirDave's PocketScumm Manual started out as just a few paragraphs of
information about 4 years ago. Since then, it has grown far beyond that
as has the capability of Arisme's port of ScummVM. Just as it has been
a challenge for Arisme to keep up with all the changes in ScummVM and
PocketPC hardware so has it been increasingly difficult to keep the
manual up-to-date; the instructions given below have to be tested on both
a regular and VGA pocketpc. Revision 3.0 has been updated to be as
accurate as possible in helping you set up PocketScumm v.0.8.2 and above.

This is not going to be a total hand-holding manual. You're going
to have to do some legwork yourself to get PocketScumm running.
I will concentrate on the most difficult parts of installation,
mostly having to do with installing the correct files in the
correct directories and using the various tools available to compress
sound files so that the games can fit easily on flash memory cards.
It is assumed that the reader has a basic knowledge of various Windows
commands for creating directories, copying files from one directory to
another and renaming files and directories. Be aware that these
instructions (especially for compressing files in games such
as The Dig and Curse of Monkey Island) present one way of doing things.
Those who are particularly computer-savvy will, doubtless, decide to do it
differently. However, the instructions will give everybody the
information as to what has to be done; information that is
not in one place anywhere else!


INITIAL PREPARATION:
===================

The latest PocketScumm version, as of February 2006, is 0.8.2.
Note that the last version to support the PocketPC CPUs, MIPS and SH3,
and Handheld PCs was version 0.7.1 and that version is still
available at the main download site (look under the heading
'Older Versions unsupported)':
http://scummvm.sourceforge.net/downloads.php

1. Your first job is to download the Windows Mobile 5 ARM Package
at the download site which will be referred to frequently below
as the Main Download Site:
http://scummvm.sourceforge.net/downloads.php

2. ScummVM provides a number of tools for optional compression of
certain sound files for many of the games playable under PocketScumm.
It is almost mandatory to use these tools if you are going to fit
as many games as possible on one memory card. Download (from the
main download site) the Scumm Tools (look for the heading
'0.8.0 Tools (mostly unsupported)' where you will find
'Tools-Windows Installer'.

(Note: While you're at the main download site, if you are going
to be running Beneath a Steel Sky, you might want to also
download the file 'SKY.CPT' under the heading 'Extras'.)

Run the Scumm Tools installer which does nothing more than place
the scumm tools in a directory of your choosing.

3. Download Lame v3.92 at (note: some users have had problems with versions
of Lame above v3.92):
http://www.trudyholler.com/extras/razor ... e-3.92.zip

4. CREATE A WORK DIRECTORY IN YOUR DRIVE C (eg. rt-click->New->Folder etc.)
For our purposes, we will call it 'scumm', which will be, of course: c:\scumm

a) Copy the following files from the directory you installed
the Scumm Tools in to c:\scumm:
'compress_scumm_sou.exe'(replaces version 0.7.* 'extract.exe'),
'compress_simon.exe' (replaces the former 0.7.* 'simon2mp3.exe),
'compress_sword1.exe',
'compress_sword2.exe',
'compress_scumm_bun',
'compress_san'

b) Extract the program, lame.exe, from the Lame v3.92 zip file (that you
downloaded previously) to c:\scumm


POCKETSCUMM MAIN SETUP
=======================

PocketScumm can be installed on Flash Memory (or Microdrive) Storage Cards.
In fact, it is highly recommended to do so since it isn't very practical
to use PocketScumm in core memory unless you plan to install very
few games. To use PocketScumm on a memory card, simply extract the file,
scummvm.exe from the Windows Mobile 5 ARM Package you downloaded
above in a directory of your choice, say,
PocketScumm or PktScumm,
directly on the card or below another directory such as My Documents
or whatever. I find it easiest to then create a shortcut
for scummvm.exe and place it in the PocketPC directory:
\windows\start\programs\games
The next job is to place your game files in separate, specially-named
directories within the main PocketScumm directory as described next:

Each game must be installed in a specific directory in order for
PocketScumm to find it (This is not mandatory for all Scumm games,
but I recommend it, since these directory names are specifically
referred to at the ScummVM website when differentiating different
versions of the same game eg. monkey vs monkeyvga etc.).
Comprehensive instructions for setting up each of the Scumm games are
given below.


STARTING POCKETSCUMM (Versions 0.7.* and 0.8.*)
=================================

When you first startup PocketScumm a 'Game Setup' screen will appear.
Click (tap with stylus) on 'Add Game', then select 'Automatic Scan'.
Click on the appropriate location of your games (eg. CF or SD Card
depending on your particular memory card). Then click on the PocketScumm
directory (or whatever you've named it). Next click on 'Choose' and
a list of the available games should appear. Click on (ie. highlight)
the game you wish to play, then click on 'Start'

When starting up a game for the first time, a 'Key-Assignment' screen
will often appear with a list of possible actions that you can assign
to keys. Certain games require an assignment of keys some of
which are mandatory while others are optional. I strongly suggest
assigning keys to Rt-Click, Hide, and Keyboard whether required by
the game or not. As of version 0.8.2, there is a new 'Key-Assignment'
icon present (in games that require it) in the toolbar at the bottom
of the screen so that key-assignments may be added or changed during the game.

Examples of some key assignments and their uses are:
Right-Click:
Sam 'N Max (to select possible actions out of a box),
Curse of Monkey Island (to access the inventory chest),
Beneath A Steel Sky (to pickup/manipulate objects),
Broken Sword (to provide additional information about objects).
Hide(to Hide PocketScumm toolbar at bottom):
Sam 'N Max, Curse of Monkey Island, Broken Sword, Simon the Sorcerer 1&2.
Keyboard (to bring up keyboard):
To start & stop music in Simon the Sorcerer 1 & 2 and
to select text in Simon the Sorcerer 2 (not available in Simon 1).

To assign keys, say you want to assign Rt-Click to a key:
Click on 'Rt-Click' to highlight it, then click on 'Map' and then,
in response to the prompt 'Press the key to associate', press the key
you wish to assign to 'Rt-Click'. Continue in the same way until all
the keys you wish are assigned. I prefer to assign keys in a way
that is logical and intuitive because you may forget which keys
you assigned between uses. For instance, if I am using the
directional keys, RIGHT is right-click, DOWN is Hide,
and UP (or sometimes LEFT) is keyboard.

Note: With version 0.8.0, problems occurred assigning keys
to some of the newer VGA-capable (and perhaps other) pocketpcs such as
the HP4705, Dell 50v, Dell 51v and so on. However, as of version 0.8.2
this is no longer a problem. However, in case any problems arise with
the assignment of keys with some PocketPC units in the future, below
is some information as to how the key-assignment information is stored
in PocketScumm.

************************************************************
************************************************************

KEY ASSIGNMENT in PocketScumm
====================================
Most current PocketPCs use the same key codes (the code transmitted
when each key is pressed). The key codes are:

HARD KEYS:
Calendar (Hard Key 1 or F1): 011a
Contacts (Hard Key 2 or F2): 011b
Inbox (Hard Key 3 or F3): 011c
ArrowKey (Up Arrow) (Hard Key 4 or F4): 011d

DIRECTIONAL KEYS:
Up: 0111, Down: 0112, Right: 0113, Left: 0114

When you map or assign keys the normal way, the key codes are stored
in the file, SCUMMVM.INI, in your main PocketScumm directory.
Open SCUMMVM.INI with the Notepad and note the part of the file with
the heading:

[pocket pc]
underwhich is the line:
action_mapping=0000 0000 0000 etc.

There are 13 sets of 4 zeros and each one will potentially hold the
key code assigned to all the options that would be available in the
key code assignment table:
0.PAUSE, 1.SAVE, 2.QUIT, 3.SKIP, 4.HIDE, 5.KEYBOARD, 6.SOUND, 7.RT-CLICK,
8.CURSOR, 9.FREELOOK, 10.ZOOMUP, 11.ZOOMDOWN, 12.FTCHEAT

To see how we can directly assign actions to certain keys, let's try
assigning actions to the directional keys. For our purposes, we will
assign direction keys to Rt-Click, Hide and Keyboard. Now, it so happens
that the 5th, 6th, and 8th set of zeros are where the key codes for Hide,
Keyboard and Rt-Click are stored respectively. Using the key codes for each
directional key as listed above, replace the 5th, 6th and 8th set of zeros with the
key codes, 0112, 0111 and 0113 respectively, then SAVE the file and close
Notepad. You have now successfully assigned Hide to the DOWN key, Keyboard to
the UP key and Rt-Click to the RIGHT key.
************************************************************
************************************************************



THE POCKETSCUMM GAMES
=======================

The Scumm games went thru a developmental process during which different
files were used to store the games and music files. If you're new to setting up
PocketScumm, it can be quite confusing, therefore, games of similiar design
are listed below in approximately the order of their design with the heading
being the name of the game & the directory you should use, followed by a
description of the files you will need and, if necessary, what to do with
them and where to put them .


Zak McKracken-FM Towns version (directory: zak256)
======================================
Space Req: 4.1mb

Sound: apparently none.
Zak consists of 62 files with the extension.lfl. All that's
necessary is to copy them into a directory named: zak256.


Monkey Island 1-CD Version (directory: monkey)
=======================================
Space Req: 27mb (assuming 64kbps mp3 files)

Sound: music and sound effects. No voice.
The CD version of Monkey Island I has 2 main game
files: Monkey.000 and Monkey.001. Store these in a
directory named monkey. There are also music and
sound effects stored on a music track that cannot
be seen when you explore the MI1 disk, but it can be
extracted just like ripping WAV files from CDs!
However, this is where it gets tricky so listen closely.
What follows is a relatively easy way to create the
MI1 sound files for PocketScumm, but heaven knows
there are other ways!

First, you need to get CDEX, a great free ripper/MP3
encoder at:
http://www.docsdownloads.com/Tier1/cdex.htm
(Note: if this link doesn't work -sometimes download sites
change the directories where they store files- do a Google search
to find a CDEX download site; it should be easy since it's a very popular file.)

I'll leave it to you to get this installed correctly, it's not
that hard. Once you have CDEX installed,
place your MI1 disk in your CDROM drive
and startup CDEX. You should see the files listed with
the first file being DataTrack 01 and then music file
tracks named something like Track02 to Track25. The
latter need to be renamed, so in CDEX, select Edit, then
Rename Track. Click on the file named Track02 and
rename it to Track1 (forget DataTrack01- it's not used!)
and continue on, renaming all the tracks similiarly
in sequence (ie. Track1, Track2, Track3 etc.) until
the final track renamed is Track24.

Next, before you do anything else, you need to
customize CDEX a bit. Select Options, then Settings.
Be sure the Encoder tab is selected at the top of the
Settings screen. Now note beside 'Encoder' the description
of the Lame MP3 Encoder. Leave all the settings as they
are and make sure the 'On the fly MP3 Encoding' box is checked.
(Note: you do have the option of encoding the MP3
files at 64 kbps rather than 128; the sound is still
quite good and the files will take half the space
which is a considerable space saving on memory cards!
To do so, beside 'Bitrate Min' enter 64 instead of 128.)
Now click on the Encoder drop-down arrow to the right
and select 'Wave Output Encoder'. Change the
'Samples/sec' to 22050 Hz. Leave everything else at
default and, again, make sure the 'On the fly MP3
Encoding' box is checked. Now cycle to the top of
the Encoder list and select the Lame MP3 Encoder
so it is showing in the box just as it was when you
first opened Settings (this is very important).
Next, from the selections at the top of the 'CDex
configuration' screen, click on 'Filenames' tab. To the right
of 'File Name Format' make sure that only %4 is present
(this will create the MP3 track names correctly). After
'Recorded Tracks', enter the name of the directory in
which you want to store your final MI1 MP3 files.
Click OK at the bottom and return to the CDEX main
screen. Now you're ready to convert the MI1 sound
files to MP3. Make sure that all the files, Track1 to
Track24 are highlighted (not DataTrack 01). Select
'Convert' from the menu at the top and click on
'Extract CD track(s) to MPEG file'. You're files will
take a few minutes to be converted. Once they are,
place the completed MP3 files in the same 'monkey'
directory as Monkey.000 and Monkey.001. That's
it!. (Essentially, what happened was that the original
sound files were converted to WAV files while
being resampled from the usual 44100 Hz to
22050 Hz and then the WAV files were converted
to regular 64 kbps MP3 files.)


Loom CD (directory: loomcd)
=====================

Sound: music and voice.
Loom consists of 5 files with the extension lfl just like
Zak plus a file called Disk01.lec
. There is a single
music/voice track on the CD similiar to Monkey
Island 1 except that Monkey Island I has 24 tracks.
Follow a similiar procedure as with MI1 above to
extract this track and convert it to an MP3 file,
except that note that apparently the voice parts
sound too slow when using 128kbps for the MP3 part.
The fix is to follow the procedure described for MI1
above, but when you select Options->Settings->Encoder
(and making sure the Lame Mp3 Encoder is showing in
the window), make sure to change the entry beside 'Bitrate Min'
from 128 to 64 kbps (or 56, but I prefer 64).
The single track should be named Track1.mp3. This is
a large sound file and even at 64kbps, the mp3 file
will occupy 25mb.


Monkey Island 1-Floppy Disk VGA version
(directory: monkeyvga)
============================

Sound: no sound.
This version has a structure more like Zak McCracken & Loom consisting of 5
files with the lfl extension: 000.lfl, 901.lfl, 902.lfl, 0903.lfl, and 0904.lfl
and 4 'lec' files named: Disk01.lec, Disk02.lec, Disk03.lec, and Disk04.lec
Place these files in a directory named: monkeyvga


Monkey Island 2:LeChuck's Revenge
(directory: monkey2)
============================
Space Req: 9mb

Sound: music and sound effects. No voice.
Monkey Island 2 has only 2 files that must be placed
in the directory: monkey2. They are:
Monkey2.000 and Monkey2.001. The sound is
apparently stored in these files. There is no music
track like MI1 or separate sound file.


Converting Monster.Sou Sound Files to Monster.So3
=================================

The games that follow, Sam and Max, Day of the Tentacle and
Indiana Jones/Fate of Atlantis use one large sound file
named monster.sou to store all sound information. This
must be converted to an mp3 file called monster.so3.
As of v0.8.0, the ScummVM provides the program 'compress.scumm.sou'
to replace the previous 'extract.exe'. If you still have 'extract.exe', you can
still use it. In fact, it appears to use a lower bitrate so it makes smaller
Monster.so3 files than 'compress.scumm.sou.exe'.

Follow these instructions to convert monster.sou to monster.so3:

1. Place the monster.sou sound file to be converted to the directory:
c:\scumm (as you were directed to create above in Item 4 of
INITIAL PREPARATION).

2. Go to Start->Run and type: c:\scumm\compress_scumm_sou monster.sou
A 'DOS' or 'cmd' window will open and the program will run for several
minutes even on a relatively fast computer and when it's finished,
there should be a monster.so3 file ready in the c:\scumm directory.


Sam and Max Hit the Road (directory: samnmax)
======================================
Space Req: 55mb (with voice)

Sound: music, sound effects and voice.
Sam and Max and Day of the Tentacle mark an
advance in design where the sound is stored in a
separate sound data file called monster.sou. Use the
instructions given above to convert this file to one called
monster.so3. Once you have done the conversion,
simply place the 3 files in a directory named: samnmax:
Samnmax.000, Samnmax.001, and monster.so3


Day of the Tentacle (directory: tentacle)
===================================
Space Req: 84mb (with voice)

Sound: music, sound effects and voice.
Day of the Tentacle has exactly the same design
as Sam and Max. Convert the monster.sou file to
monster.so3 as described above for Sam and Max, then place the 3 files,
Tentacle.000, Tentacle.001 and monster.so3 in a directory named: tentacle.


Indiana Jones: The Fate of Atlantis (directory: atlantis)
=====================================
Space Req: 'non-talkie':10mb 'talkie':68mb

Sound: music & sound effects; voice also available in 'talkie' version.
Indiana Jones-Fate of Atlantis (Indy4) comes in 2 forms:
A DOS 'non-talkie' and a 'talkie' version. The 'non-talkie' version
is in the format of Monkey Island 2 with just 2 files, Atlantis.000 and
Atlantis.001
to be stored in a directory named: atlantis.
The 'talkie' version requires an additional monster.so3
(created from the monster.sou file provided with the game
just as described for Sam and Max above). Note that a monster.sou
from a 'talkie version' will not work with 'non-talkie version'
Atlantis.000 and Atlantis.001 files!


The Dig (directory: dig)
===================

(Status: considered 90% completed in ScummVM v0.8.0)

The Dig is a much larger game than those described above,
but, luckily, some of the files can be compressed and some files
can be removed, apparently without problem, so it can be
run even when memory card space is limited.

Transfer the files, Dig.flc, Dig.la0, Dig.la1, Digmusic.bun,
Digvoice.bun, and the directory named: Video
into a
directory named: dig (that you created in
the main PocketScumm directory).

********************************************************
********************************************************

Compressing The Dig sound/voice/video files
================================================

Since The Dig occupies over one-half a gigabyte of space, most people will
want to compress the sound, voice, and video files.
The following instructions assume that you created a WORK DIRECTORY,
'c:\scumm' as described above in item 4 of INITIAL PREPARATION. In
that directory, you must have the programs, compress_scumm_bun.exe,
compress_san.exe and lame.exe. In order to fully compress The Dig
sound, voice, and video files you need to run compress_scumm_bun on each
individual BUN file and compress_san.exe on each individual SAN file.
The command format is:
compress_scumm_bun <input file> <input directory> <output directory>
compress_san <input file> <input directory> <output directory>

Doing this is rather tedious so I have created a batch file for
you, but for it to work correctly, you must carefully follow the
following instructions:

Create a new Notepad textfile called digcomp.txt in the c:\scumm
directory and copy all of the text between the lines below to
digcomp.txt. Now rename the file, digcomp.txt to digcomp.bat.

-----------------------------------------------
@echo Starting Compress...
compress_scumm_bun Digmusic.BUN Video Vide
compress_scumm_bun Digvoice.BUN Video Vide
compress_san ALCOVE.SAN Video Vide
compress_san ASTTUN.SAN Video Vide
compress_san DARKCAVE.SAN Video Vide
compress_san M1.SAN Video Vide
compress_san M2.SAN Video Vide
compress_san NEXUSPAN.SAN Video Vide
compress_san PIGOUT.SAN Video Vide
compress_san RTRAM1.SAN Video Vide
compress_san RTRAM2.SAN Video Vide
compress_san RTRAM3.SAN Video Vide
compress_san RTRAM4.SAN Video Vide
compress_san RTRAM5.SAN Video Vide
compress_san SKY.SAN Video Vide
compress_san SQ1.SAN Video Vide
compress_san SQ10.SAN Video Vide
compress_san SQ11.SAN Video Vide
compress_san SQ12A.SAN Video Vide
compress_san SQ12B.SAN Video Vide
compress_san SQ13.SAN Video Vide
compress_san SQ14B.SAN Video Vide
compress_san SQ14SC04.SAN Video Vide
compress_san SQ14SC07.SAN Video Vide
compress_san SQ14SC11.SAN Video Vide
compress_san SQ14SC14.SAN Video Vide
compress_san SQ14SC16.SAN Video Vide
compress_san SQ14SC19.SAN Video Vide
compress_san SQ14SC22.SAN Video Vide
compress_san SQ15A.SAN Video Vide
compress_san SQ15B.SAN Video Vide
compress_san SQ17.SAN Video Vide
compress_san SQ18A.SAN Video Vide
compress_san SQ18B.SAN Video Vide
compress_san SQ18SC15.SAN Video Vide
compress_san SQ19A.SAN Video Vide
compress_san SQ19B.SAN Video Vide
compress_san SQ19C.SAN Video Vide
compress_san SQ2.SAN Video Vide
compress_san SQ3.SAN Video Vide
compress_san SQ4.SAN Video Vide
compress_san SQ5.SAN Video Vide
compress_san SQ6.SAN Video Vide
compress_san SQ6SC3.SAN Video Vide
compress_san SQ7.SAN Video Vide
compress_san SQ8A.SAN Video Vide
compress_san SQ8A1.SAN Video Vide
compress_san SQ8B.SAN Video Vide
compress_san SQ8C.SAN Video Vide
compress_san SQ9.SAN Video Vide
compress_san TOMBDWN1.SAN Video Vide
compress_san TOMBDWN2.SAN Video Vide
compress_san TRAM1.SAN Video Vide
compress_san TRAM2.SAN Video Vide
compress_san TRAM3.SAN Video Vide
compress_san TRAM4.SAN Video Vide
compress_san TRAM5.SAN Video Vide
cls
@echo Finished!
PAUSE
---------------------------------------------------

Copy the files, 'Digmusic.bun' and 'Digvoice.bun', from the
'dig' directory into the 'Video' directory.
Now, copy the entire 'Video' directory to c:\scumm and then,
create a new directory, 'Vide', in c:\scumm.
Go to START->RUN and type: c:\scumm\digcomp.bat or
you can simply double-click on digcomp.bat in the
c:\scumm directory. Over the next several minutes (even on a
fast computer), the compressed files will be created in the
directory, 'Vide'. Once the process is complete, copy all the
'NUT' files, font0.nut, font1.nut, font2.nut, font3.nut
and the 2 'TRS' files, Dig.trs and Digtxt.trs, from the
original 'Video' directory over to the 'Vide' directory. Now,
erase the original 'Video' directory that was in the directory 'dig'
and copy the 'Vide' directory to the 'dig' directory and rename
'Vide' to 'Video'. Finally, copy the 2 files (now compressed),
'Digmusic.bun' and 'Digvoice.bun', from the new Video directory back
into the main 'dig' directory, thus replacing the old, uncompressed,
'Digmusic.bun' and 'Digvoice.bun. (Make sure that those 2 files are
no longer in the 'Video' directory or they will be occupying
unnecessary space.) If you have done everything correctly, the new
'Video' directory containing all the compressed files should have 109 files:
2 'TRS' files, 4 'NUT' files, 55 'SAN' files, and 48 'MP3' files.
The 2 files (now compressed), 'Digmusic.bun' and 'Digvoice.bun' should
be outside the 'Video' directory and back in the main 'dig' directory.
You now have a compressed version of The Dig with full music and voice!
********************************************************
********************************************************


Full installation with compressed music, voice and video: 250mb
Installation with compressed voice and video and no music: 204mb

Full game without compressed files: size 628mb
Game, uncompressed without music: size 379mb
(Transfer the files named above except Digmusic.bun.)

Game uncompressed without music and intro video: size 208mb)
(Transfer only Dig.flc, Dig.la0, Dig.la1 and Digvoice.bun.)

Minimum uncompressed game with no video, music or voice: size 85mb
(Transfer only Dig.flc, Dig.la0, Dig.la1.)

(Note that I tested all these various forms up to the beginning of the
game, but can't vouch for them beyond that. Note also that in the
minimum game, since some of the text on the screen is covered by any
character that happens to be present where the text is, it may be hard
to figure out what was said since there is, of course, no spoken voice.)


Monkey Island 3-Curse of Monkey Island (directory: comi)
======================================

(Status: considered at least 90% complete in PocketScumm v0.8)

Curse of Monkey Island (COMI) comes on 2 cdroms, but some of the
files on Disk1 are simply duplicated on Disk2 so the actual
size of the game is less than the sum of all files on both disks!

First, from Disk1, transfer files Comi.la0, Comi.la1 and the
directory: Resource
(The Resource directory contains all
video, music and voice files.) into a directory named, comi, that
you created in your main PocketScumm directory. (Note that it will
probably be easier to create a directory 'comi' somewhere on your
computer and transfer it to the PocketScumm directory when, after
following the directions below, it is complete.)
Next, from Disk2, transfer over the file: comi.la2 to the
directory 'comi'. You will notice that a Resource directory is also
present on Disk2, but it contains some duplicate files that were
in the Resource directory on Disk1. It's easiest simply to
select (highlight) all the files in the Disk2 Resource
directory and copy them over to the Resource directory that
is already present in your com1 directory.
Just say 'No to All' when you are asked if you want to replace
the files that are already present.

At this point, in the directory, 'comi', you should have a
directory called 'Resource' and the files, Comi.la0, Comi.la1,
Comi.la2. The final 'Resource' directory should contain 25 files:
4 'BUN' files, 5 'NUT' files, 15 'SAN' files and 1 'TAB' file.
The 'comi' directory in this form comprises a
Full Installation without compression and occupies almost 1g

********************************************************
********************************************************

Compressing Curse of Monkey Island music/sound/voice files
=============================================

Since COMI occupies almost a gigabyte of space, most people will
want to compress the sound and voice files.
The following instructions assume that you created a WORK DIRECTORY,
'c:\scumm' as described above in item 4 of INITIAL PREPARATION. In
that directory, you must have the programs, compress_scumm_bun.exe,
compress_san.exe and lame.exe. In order to fully compress the COMI
music, sound and voice files you need to run compress_scumm_bun on each
individual BUN file and compress_san.exe on each individual SAN file.
The command format is:
compress_scumm_bun <input file> <input directory> <output directory>
compress_san <input file> <input directory> <output directory>

Doing this is rather tedious so I have created a batch file for
you, but for it to work correctly, you must carefully follow the
following instructions:

Create a new Notepad textfile called comicomp.txt in the c:\scumm
directory and copy all of the text between the lines below to
comicomp.txt. Now rename the file, comicomp.txt to comicomp.bat.

-----------------------------------------------
@echo Starting Compression...
compress_scumm_bun MUSDISK1.BUN Resource Resourc
compress_scumm_bun MUSDISK2.BUN Resource Resourc
compress_scumm_bun VOXDISK1.BUN Resource Resourc
compress_scumm_bun VOXDISK2.BUN Resource Resourc
compress_san BBSAN.SAN Resource Resourc
compress_san CURSERNG.SAN Resource Resourc
compress_san FG010GP.SAN Resource Resourc
compress_san FINALE.SAN Resource Resourc
compress_san KIS030.SAN Resource Resourc
compress_san LAVARIDE.SAN Resource Resourc
compress_san LIFTCRSE.SAN Resource Resourc
compress_san MORESLAW.SAN Resource Resourc
compress_san NEWBOOTS.SAN Resource Resourc
compress_san OPENING.SAN Resource Resourc
compress_san SB010.SAN Resource Resourc
compress_san SB020.SAN Resource Resourc
compress_san SINKSHP.SAN Resource Resourc
compress_san WRECKSAN.SAN Resource Resourc
compress_san ZAP010.SAN Resource Resourc
cls
@echo Finished!
PAUSE
---------------------------------------------------

Now, copy the entire 'Resource' directory to c:\scumm and then,
create a new directory, 'Resourc', in c:\scumm.
Go to START->RUN and type: c:\scumm\comicomp.bat or
you can simply double-click on comicomp.bat in the
c:\scumm directory. Over the next several minutes (even on a
fast computer), the compressed files will be created in the
directory, 'Resourc'. Once the process is complete, copy all the
'NUT' files, font0.nut, font1.nut, font2.nut, font3.nut, font4.nut
and the file, language.tab, over to the 'Resourc' directory.
Now, erase the original 'Resource' directory that was in the
directory 'comi' and copy the 'Resourc' directory to the 'comi'
directory and rename 'Resourc' to 'Resource'.
If you have done everything correctly, the new 'Resource' directory
containing all the compressed files should contain 40 files:
4 'BUN' files, 5 'NUT' files, 15 'SAN' files, 1 'TAB' file and
15 'MP3' files. You now have a compressed version of COMI with
full music and voice!
************************************************************
************************************************************


Full installation with compressed music & voice: 430mb

Installation with compression, but no music: 360mb
(Remove the Musdisk1.bun & Musdisk2.bun files from the Resource
directory.)

Installation with no compression and no music: 662mb
(Remove the files, Musdisk1.bun and Musdisk2.bun from the Resource directory
of the full, uncompressed installation.)

Installation with no compression and no music and no voice: 470mb
(Install as with the installation without music, but also
remove the files, Voxdisk1.bun and Voxdisk2.bun from
the Resource directory.)

Minimal Installation: 146mb
(Transfer the following files (from Disk1 &2) to your com1 directory:
Comi.la0, Comi.la1, Comi.la2, Font1.nut, Font2.nut, Font3.nut,
Font4.nut, Font5.nut, Language.tab
This is similiar to the 470mb installation above, but removes all
the *.san (video cut-scene) files. This will play the main game
without introductory (and other) video scenes, music or voice.
However, some sound effects are still present.)

Helpful Hints Running Curse of Monkey Island
1. Make sure to assign a button for Rt-Click in Options.
2. As usual, tapping the stylus acts as the Left-Click. Tapping
on an area of the screen that causes the cursor to turn Red means
that some action can be taken. To do that, hold the stylus at that
position until the Action Interface (also called the Verb Coin)
comes up. It will have on it a 'Grabbing Hand' to pick up, push or
use something, a 'Skull' to examine objects, and a 'Parrot'
to talk to, eat, drink, taste, blow, or bite. At first, it will
seem tricky using the Verb Coin- the best way is to hold the stylus
on the screen until the Verb Coin appears and then, without taking
the stylus off the screen slide it over the Hand, Skull or Parrot,
then withdraw it.
3. Use the Rt-Click button to bring up the Inventory chest. Double-tap
the stylus on the desired item until it looks like there are
two of the items. Place the stylus on the 'duplicate' item
that moves and carefully move it off the Inventory chest which
will cause the Inventory screen to disappear. Continue to
'hold' the item with the stylus and move it to where you wish to use it.
4. When you place the stylus at certain points on the screen,
a Red Arrow may appear. That means that Guybrush can exit to
another location.
5. Font issues: If you are depending on using text speech (because
you are using some of the smaller configurations), you
will find the text difficult to read because it is a)too small
and b)it's a crappy Times New Roman pixelated font!
Luckily, there's an easy fix to make the font more readable by
increasing the size. The main speech text apparently uses the font
stored in the file font0.nut, so simply rename the font0.nut file to
something like font0.sav (to save it),make a copy of the font4.nut
file (which is a larger font), then rename the copy to
font0.nut. I haven't checked far enough to see whether it would
be useful to do the same with the files: font1.nut, font2.nut
and font3.nut (ie. copy font4.nut to them), but you can
experiment if text in other parts of the game appear too small.


Beneath A Steel Sky-WinCD version (directory: sky)
======================================

(Status: considered 98% complete in ScummVM version 0.8.0
and is considered completable.)

Beneath a Steel Sky (hereafter BASS)(WinCD version) has been provided
very kindly as a free download by Revolution: BASS (WinCD version)
is available at the Main Download Site under 'Extras':
http://scummvm.sourceforge.net/downloads.php

(I have the original boxed BASS WinCD version and the
files are exactly the same as those provided in the
free download.)

While you're at, you must also download the file 'SKY.CPT'
also under the heading 'Extras'.

Setting up BASS is very easy- simply transfer the files,
sky.dnr and sky.dsk to a directory called sky. These files
include all the sound, text and data information to play
the game. As of version 0.8.0, you must also place the file
sky.cpt in the 'sky' directory. I'm not sure why and that
particular file is not on the disk of the original Windows version
of the game.

The entire game occupies slightly more than 69mb.

Helpful Hints Running Beneath A Steel Sky
1. You must assign Rt-Click to one of the hardware keys when you first
start up. In BASS movement is accomplished simply by pointing/tapping
with the stylus where you want the character to move. Rt-click is used to
pickup and manipulate objects. So if you see an object you wish to
pickup and add to the inventory, first tap the object with 'left-click'
(ie. tap with the stylus) which will cause the name of the object to
be printed on the screen; in addition, the character will usually
make some comment about it. Now to pick it up and add it
to the inventory, simply press the button assigned as Rt-click.
2. To see the inventory, simply tap and hold the stylus at the very
top of the screen (in landscape mode which the game defaults
to at the start of the game)- right where the screen ends.
3. Using the BASS Options Screen: to access it click the icon at
the lower left of the screen. It consists of: 2 sliders to the left, the top
for Volume and the bottom one for Game Speed, a button below the sliders
for Return To Game, and 6 buttons in the center from top to bottom:
(1)Save Game, (2)Load Game, (3)Quit Game (ignore the C:\Dos to the right!),
(4)Restart to the Beginning of Game (be careful that you don't select
the check mark to Restart unless you've saved the game!),
(5)Sound Effects On/Off Toggle, (6)Text & Speech On/Off (click once
for Speech off, Text on, twice for Speech on, Text off.)

Okay, here's an example that indicates the use of rt-click and the inventory
and it might be considered a small spoiler so don't read any further if
you don't want to. Don't feel bad about using it. I needed the help of a walkthru
to get started because I couldn't figure out how to use the controls using
PocketScumm with BASS.

********
********
********
********
Say you're on the walkway at the start of the game and you need
to get out the door at the right. Now say that you find something
that might be used to open the door. Tap the object until it's name
appears and Foster makes some comment about it. Now press the
Rt-click button and he will pick it up and add it to the inventory.
Now move Foster to the door, then tap and hold the stylus at the
very top of the screen to bring down the inventory. Tap the stylus
on the object Foster picked up to select it. Now tap the door with
the stylus and then press the Rt-click button. Foster will use the
object to open the door.
******
******
******
******

************************************************************
************************************************************

Converting Simon the Sorcerer 1 & 2 Sound Files to MP3
======================================

The 2 main versions of Simon 1 & 2 (the so-called Dos and Windows
talkie versions) store their sound files in various forms:
Simon1 Dos talkie (simon1talkie): simon.voc, effects.voc
Simon1 Win talkie (simon1win): simon.wav
Simon2 Dos talkie (simon2talkie): simon2.voc
Simon2 Win talkie (simon2win): simon2.wav

Although you can run the game without compressing these files, you
will be occupying a lot of unnecessary precious memory card space!
To compress the files to MP3, follow these instructions:

1. Place the sound file eg. simon.wav to be converted to the directory:
'c:\scumm' (as you were directed to create above in Item 4 of
INITIAL PREPARATION.

2. Go to START->RUN and type: c:\scumm\simon2mp3 simon.wav
A 'DOS' or 'cmd' window will open and the program will run for several
minutes even on a relatively fast computer and when it's finished,
there should be a simon.mp3 file ready in the 'c:\scumm' directory.

The file, simon.wav, was used as an example above. If you were
converting, say the Simon1 Dos Talkie files, simon.voc and effects.voc,
you would give the command:
c:\scumm\simon2mp3 simon.voc (resulting in a simon.mp3 file)
or c:\scumm\simon2mp3 effects.voc (resulting in an effects.mp3)
Follow the same process to convert the Simon 2 files.
************************************************************
************************************************************


Simon the Sorcerer 1&2 were released in several forms. Below are the
instructions for setting up the 2 most popular versions: The Simon 1&2
Dos Talkie and the Simon 1&2 Dos Windows versions.


Simon The Sorcerer 1 (DOS Talkie) (directory: simon1talkie)
===========================================

(Status: considered 95% complete in ScummVM version 0.8.0
and is considered completable.)

These instructions are for the so-called DOS talkie version which
is indicated by the presence of 2 VOC files for voice/sound.
This version is also provided with the Windows version in a
separate directory named DOS.

From either the DOS-only disk or the DOS directory of the Windows
version, transfer the following files to the simon1talkie directory:
Simon.voc, Effects.voc, Gamepc, Icon.dat, Simon.gme, Stripped.txt, Tbllist
Set up as above, Simon 1 occupies 172mb.

Or using compressed sound files:
Simon.mp3, Effects.mp3, Gamepc, Icon.dat, Simon.gme, Stripped.txt,
Tbllist

Set up as above, Simon 1 occupies only 55mb.

See below (after the Simon 2 installation information) for helpful
hints running Simon 1 and 2 under PocketScumm.


Simon The Sorcerer 1 (Windows Talkie) (directory: simon1win)
============================================

(Status: considered 95% complete in ScummVM version 0.8.0
and is considered completable.)

These instructions are for the so-called Windows talkie version which
is distinguished by the presence of 1 large WAV file and 28 Effects files
(sfxxxx02-sfxxxx29) for voice/sound. Transfer the following files to the
simon1win directory:
Simon.wav, sfxxxx02-sfxxxx29, Gamepc, Icon.dat, Simon.gme,
Stripped.txt, Tbllist

Set up as above, Simon 1 occupies 175mb.

Or using compressed sound files:
Simon.mp3, sfxxxx02-sfxxxx29, Gamepc, Icon.dat, Simon.gme,
Stripped.txt, Tbllist
Set up as above, Simon 1 occupies only 61mb.
See below (after the Simon 2 installation information) for helpful
hints running Simon 1 and 2 under PocketScumm.


Simon The Sorcerer 2 (DOS Talkie) (directory: simon2talkie)
==========================================

(Status: considered 95% complete in ScummVM version 0.8.0
and is considered completable.)

These instructions are for the so-called DOS talkie version which
is indicated by the presence of one large simon2.voc file for voice/sound.
This version is also provided with the Windows version in a
separate directory named DOS.

From either the DOS-only disk or the DOS directory of the Windows
version, transfer the following files to the simon2talkie directory:
Simon2.voc, Gsptr30, Icon.dat, Simon2.gme, Stripped.txt, Tbllist
Set up as above, Simon 2 occupies 165mb.

Or using a compressed sound file:
Simon2.mp3, Gsptr30, Icon.dat, Simon2.gme, Stripped.txt, Tbllist
Set up as above, Simon 2 occupies 75mb.


Simon The Sorcerer 2 (Windows Talkie) (directory: simon2win)
============================================

(Status: considered 95% complete in ScummVM version 0.8.0
and is considered completable.)

These instructions are for the so-called Windows talkie version which
is indicated by the presence of one large simon2.wav file for voice/sound.

Transfer the following files to the simon2win directory:
Simon2.wav, Gsptr30, Icon.dat, Simon2.gme, Stripped.txt, Tbllist
Set up as above, Simon 2 occupies 166mb.

Or using a compressed sound file:
Simon2.mp3, Gsptr30, Icon.dat, Simon2.gme, Stripped.txt, Tbllist
Set up as above, Simon 2 occupies 76mb.


Helpful Hints Running Simon The Sorcerer 1&2
1. Make sure you assign a pocketpc button to bring up the keyboard.
2. You can access SAVE, LOAD, QUIT, and CONTINUE by selecting
the POSTCARD. In Simon 1, you do this by clicking on USE, then
clicking on the POSTCARD icon. In Simon 2, you do it by clicking on
the Hammer&Nail icon and then on the POSTCARD icon. Note that
when you select QUIT, the keyboard will automatically appear so that
you can click on Y or N.
3. The music and voice sound levels are reasonably balanced in
Simon 1, but in Simon 2, the music is loud enough that it overwhelms
the voice making it difficult to hear what is said. Luckily, you can
cut out the music in both Simon 1&2 by bringing up the keyboard
(which is why you had to assign a button to bring up the keyboard)
and pressing the letter M. (Note that if you click the icon that controls
the PocketScumm sound, you will turn off both voice and music.)
4. In Simon 2, you can select Text-Only mode by bringing up
the keyboard and pressing the letter T. This option is not
available in the DOS-Talkie or Windows version of Simon 1.
(For some inexplicable reason, the Text option was removed when
the original 1993 DOS Non-Talkie version was upgraded to the new
'Talkie' versions released in 1995.)
5. When you click the MAP icon, there is no indication as to
how to exit back to the main game- simply click on the middle
of the 'Compass' on the map to exit out of the MAP.


Broken Sword 1 (directory: sword1)
=========================

(Status: considered 90% complete in ScummVM version 0.8.0 and
is considered completable.)

Broken Sword 1 comes on 2 disks. Required files are:
Disk1: From the directory 'Clusters' all files with extension 'clu'
and the file 'Swordres.rif'. From the directory 'Music'
all files with extension 'wav'. From the directory 'Speech',
the file 'speech.clu' (which will be renamed 'speech1.clu').
Disk2: From the directory 'Clusters' all files with extension 'clu'.
From the directory 'Music' all files with extension 'wav'.
From the directory 'Speech', the file 'speech.clu' (to be renamed speech2.clu).

In the 'sword1' directory, create a directory, 'Music' and another
directory, 'Speech'. From the Disk1 'Clusters' directory, copy all the
'CLU' files and the file, 'Swordres.rif' to the 'sword1' directory. From
the Disk1 'Speech' directory, copy the file, 'speech.clu' to the sword1
'Speech' directory and rename 'speech.clu' to speech1.clu.
From the Disk1 'Music' directory, copy all the files with the extension,
'WAV', to the sword1 'Music' directory.

Likewise, from the Disk2 'Clusters' directory, copy all the
'CLU' files to the 'sword1' directory. From the Disk2 'Speech' directory,
copy the file, 'speech.clu' to the sword1 'Speech' directory and rename
'speech.clu' to speech2.clu. From the Disk2 'Music' directory, copy all
the files with the extension, 'WAV', to the sword1 'Music' directory.

(Note that there are some duplications of the 'WAV' files, so
the total actual 'wav' files will number 252 files in the 'Music' directory.)

If you have done everything correctly, in the 'sword1' directory, you should
have a 'Music' directory containing 252 'WAV' files, a 'Speech' directory
containing the files, speech1.clu and speech2.clu, and in the main 'sword1'
directory, 14 'CLU' files and the file, 'Swordres.rif'.

Optionally, you can download the 31mb Broken Sword 1 Cutscene Pack from here:
http://scummvm.sourceforge.net/downloads.php
To install it, unzip all the contents of the Cutscene Pack to the
directory, sword1, making sure to check the zip 'all files' and 'use folders'
so that a Video folder is created in the sword1 directory. The cutscene Video
directory adds 34mb to the size of the installed game.
I highly recommend adding the cutscene pack since the opening cutscene
is fairly critical to understanding the reason for what happens as
the main game starts.

********************************************************
********************************************************

Compressing Broken Sword 1 sound/music/speech files
==========================================

Since Broken Sword1 occupies a gigabyte of space, most people will
want to compress the various sound, music and speech files.
The following instructions assume that you created a WORK DIRECTORY,
'c:\scumm' as described above in item 4 of INITIAL PREPARATION. In
that directory, you must have the Scummtool programs, compress_sword1.exe and lame.exe.

Transfer the full 'Music' and 'Speech' directories from the 'sword1' directory
to 'c:\scumm'. Now either go to START->RUN and type c:\scumm\compress_sword1.exe
or simply double-click 'compress_sword1.exe' in the 'c:\scumm' directory.
After 'compress_sword1.exe' is finished, in the 'Music' directory each 'WAV' file
will have a corresponding 'MP3' file WITH ONE EXCEPTION: Apparently there is a small
bug in the program which means that the file, '6m13.wav', does not have an 'MP3'
equivalent. So, in the 'Music' directory erase all the 'WAV' files, EXCEPT '6m13.wav'!
In the 'Speech' directory, note that each speech file has an equivalent 'CL3' file.
Carefully erase the original 'Speech1.clu' and 'Speech2.clu' files leaving 'Speech1.cl3'
and 'Speech2.cl3'. Now copy the 'Music' and 'Speech' directories back to the 'sword1'
directory replacing the original 'Music' and 'Speech' directories.
********************************************************
********************************************************


Sword1 with full, compressed music and speech with video cutscenes occupies 353mb.

Possible Configurations without compression (add 34mb if cutscenes were added):
Full speech & music: 1g
Speech only (ie. without the *.wav files): 804mb
No speech or music (ie. without music1&2.clu or speech1&2.clu): 149mb

The smallest configuration without speech is usuable but the text font used for
subtitles is so small that only those with good near-vision will see them clearly!

Additional Broken Sword 1 Notes:
1. On startup, you will be required to assign Rt-Click and
Hide (toolbar) keys. You can optionally assign zoom-up and zoom-down
keys. I recommend you do so.
2. Once inside the game, select the option-icon (lower far left) and
click on the subtitle selection to activate subtitles.
Note that initially the red square opposite the subtitle selection
is marked with an X. Clicking it will change it to a checkmark.
Although, as mentioned above, the subtitles are hard
to read, they're still worth having to assist in understanding
some of the accented speech. In order to see the subtitles clearly
in the game, you'll need to press the key assigned to 'Hide'
to hide the toolbar.
3. Be aware, that if you have installed the Cutscene Pack, the game
opens with a speaking voice while the screen is blank for a few seconds-
be patient the video will appear shortly.
4. When you 'left-click' (ie. touch with the stylus) an object or person,
there may be a magnifying glass (ie. examine), a mouth/tongue (ie. talk to)
or a cogwheel (ie. action) icon.
If you 'right-click' (ie. press the button you assigned to right-click)
an object that has an icon over it, the character may make some comment
about the object, but you will still need to 'left-click' on the object
to cause some action to occur.
5. There is no inventory icon. Items in the inventory will automatically appear
at the top of the screen during periods where there is a conversation going on.
If that isn't occurring, to access inventory items, simply click on the
blank space at the top of the screen.


Broken Sword 2 (directory: sword2)
==========================

(Status: considered 90% complete in ScummVM version 0.8.0)

Broken Sword 2 comes on 2 disks. The files are are structured similiar
to Broken Sword 1 except for the main difference that the
sound files are 'clu' files rather than 'wav files. Required files are:
Disk1: From directory 'Clusters' all files with extension 'clu', 'inf', and 'tab'.
Rename Music.clu to music1.clu and Speech.clu to speech1.clu.
From the main disk directory, the files cd.bin, startup.inf and cd.inf.
(These last 2 files may not be necessary.)
Disk2:: From directory 'Clusters' all files with extension 'clu'.
Rename Music.clu to music2.clu and Speech.clu to speech2.clu.

Transfer all these files into the directory, sword2.

********************************************************
********************************************************

Compressing Broken Sword 2 sound/music/speech files
==========================================================

Since Broken Sword2 occupies almost a gigabyte of space, most people will
want to compress the various sound, music and speech files.
The following instructions assume that you created a WORK DIRECTORY,
'c:\scumm' as described above in item 4 of INITIAL PREPARATION. In
that directory, you must have the Scummtool program, compress_sword2.exe and lame.exe.

Transfer the files, 'music1.clu', 'music2.clu', 'speech1.clu', 'speech2.clu' to the 'c:\scumm'
directory. You must now run the program 'compress_sword2.exe' separately for each of
these files: go to START->RUN and type: c:\scumm\compress_sword2 music1.clu
Do the same for each of the above files until you have the files, 'music1.cl3', music2.cl3',
'speech1.cl3', 'speech2.cl3'. Now transfer these 'CL3' files back into the 'sword2' directory
and remove the corresponding, uncompressed 'CLU' files.
********************************************************
********************************************************


You can add the cutscenes to Sword2 the same way as described for
Sword1. The cutscene Video directory adds 30mb to the size of the
installed game.

Sword2 with full, compressed music and speech with video cutscenes occupies 486mb.

Configuration sizes using uncompressed files:
Full speech & music: 1g
Speech only: 643mb
No speech or music: 275mb

Additional Broken Sword 2 Notes:
1. On startup, you will be required to assign Rt-Click and
Hide (toolbar) keys. You can optionally assign zoom-up and zoom-down
keys. I recommend you do so.

Finally, below is a link to the ScummVM README which can help for some
general ScummVM issues such as a list of bugs, how to report problems):

http://cvs.sourceforge.net/cgi-bin/view ... E?rev=HEAD

That's it for now. Instructions for setting up other games
under PocketScumm will be provided when the games are reasonably
completable
Last edited by sirdaved on Jan 15, 2007 @ 2:56am, edited 120 times in total.
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Postby Arisme » Nov 29, 2002 @ 9:20am

eheh, thanks a lot sirdaved, these were useful points :wink:

just a few comments

Once you've completed installation, make sure that
the file, SDLAudio.dll was placed in the PocketScumm
directory by the installer.


you can remove this part - SDLAudio is not needed by the newest releases

and fixed directory names are only mandatory for Loom, Zak 256, Monkey Island 1 floppy (monkeyvga) - this may change when/if I switch to the generic launcher however, but it won't be worse :wink:

finally you can add a link to ScummVM README, it can help for some general ScummVM issues (such as a list of bugs, how to report problems ...) - it's available at

http://cvs.sourceforge.net/cgi-bin/view ... E?rev=HEAD
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Postby Guest » Nov 29, 2002 @ 7:53pm

sirdaved wrote:This is a large sound file- I have noticed problems
with it (such as a slow-w-w-w voice) which may be
due to memory or CPU speed problems on my
overclocked Casio EM500.

I had a problem with the Loom audio being slow at first but then I encoded it with a lower bit rate and it sounds perfectly normal. Try somwhere around 56kbps. You may also appreciate it taking up much less space.
Guest
 


Postby Guest » Nov 29, 2002 @ 7:55pm

In fact, if you lower the bit rate even more it gets unnaturally fast. 16kbps has everyone talking to fast and high pitch to understand.
Guest
 


day od the tentacle

Postby royescobar2003 » May 6, 2003 @ 5:03pm

where can i find an english version of dott
royescobar2003
 


Postby Arisme » May 7, 2003 @ 2:54am

warez discussion is not welcome here
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Postby Michael Y » May 16, 2003 @ 2:52am

Hey, CMI is Monkey Island 3, not 2
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Postby sirdaved » May 16, 2003 @ 2:55am

Well, of course it is!!!
Had a temporary brain fart. Thanks!

Dave
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Postby Guest » Aug 6, 2003 @ 2:51am

Silly as this may sound,

but can someone please tell me how Scumm installs on a Smartphone?

I'm running WinXP on my desktop, have dl's the Smartphone version, and extracted.

Doubleclick the .exe file in WinXP - its not a WinXP app.

Activesycn won't let me 'install' it

If I drag and drop to my storage card, I get nothing.....

Help?

TIA

Andy
Guest
 


Postby Arisme » Aug 6, 2003 @ 8:51am

you need to put it somewhere (in your Storage Card for example) then put on shortcut to the EXE where you can access it (for example in \Storage Card\IPSM\Windows\Start Menu\Games to have it in the Games menu) - be sure to install it on an app-unlocked Smartphone too.
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Postby Vanhal » Sep 20, 2003 @ 4:19pm

What files are needed for simon?
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Postby sirdaved » Sep 20, 2003 @ 7:51pm

Vanhal wrote:What files are needed for simon?


The instructions for Simon 1&2 (DOS Talkie versions are now available in the manual.) There were at least 3 different forms of Simon released. Instructions for the Win version will be released later.
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CMI files

Postby jiajia » Sep 22, 2003 @ 12:00pm

For CMI there's a minimini installation only with the playable part of the game:
Comi.la* 3 files
Font*.nut 5 files
Language.tab
for a total of >150MB

actually I'm playing the first part of Cmi without the Comi.la2 file for a total of 67MB.

Futhermore you can rename the Font4.nut file to overwrite the other font files to have the biggest font char for the dialogues.
jiajia
 


Postby sirdaved » Sep 22, 2003 @ 11:06pm

Jiajia:
Thanks for reminding me of the minimal configuration. I've been running that on my own PPC (occupies 146mb), but had forgotten to add it to the manual.
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san files in CMI

Postby jiajia » Sep 24, 2003 @ 8:19am

Someone knows which is the sequence of the san files in CMI?
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