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SirDave's PocketScumm Manual Rev.3


Postby Jon Senior » Sep 15, 2004 @ 7:54pm

apprt wrote:
thudson wrote:Hmm, I have the new C500 running Moblie 2003. I installed the pocketscumm exe to my program files directory (under storage rather than on the sd card as i was out of room). When i try to execute the exe, nothing happens. I'm curious to know if this is because it isn't yet working on the spv c500 or because i havent installed it to the sd card or maybe for some other reason entirely. Any help would be greatly appreciated.

Thanks.


same is happening to me but on a hp h2210 instead. i've tried in on the sd card and the program files. anyone know why they won't run? i tried fpse and that ran.


I'm also having this problem on an SPV E200. I suspect it's something to do with a lack of SDL libraries, but I've failed to install an appropriate library for my device. Any help that other's could provide would be greatly appreciated.
Jon Senior
 


Postby Guest » Feb 6, 2005 @ 1:31pm

asker wrote:Hi,

is it possibel to play Full-Throttle via Pocket-Scumm?

I own the German-Editon that is named "Vollgas".
How can I run the game on my PPC?

Maho


On a PC it works with pocketscumm.
Copy the Data folder, the Video Folder and FT.LA0 and FT.LA1 into a throttle folder, don't forget to create a monster.so3 from the monster.sou file.
Guest
 


Postby Arisme » Feb 6, 2005 @ 11:52pm

Working fine on a E100, E200 or C500 for me
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Location: France


.BUN files

Postby andi_z » Feb 10, 2005 @ 2:45pm

How can I compress those .BUN files from MI3 or Full Throttle? There is a tool coming with ScummVM named "compress_scumm_bun" but when I start it (Execute -> compress_scumm_bun.exe MUSDISK1.BUN) only a black console window opens and closes between about 0.1 seconds and nothing happened.
I have the LAME Encoder in the directory and with .SOU files it works fine.

Thanks
andi_z
 


Postby Arisme » Feb 10, 2005 @ 7:22pm

run it from a DOS prompt and see the error messages
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Thanks!

Postby andi_z » Feb 11, 2005 @ 10:04pm

Thanks for the tip :D
I did the wrong syntax, because you must write the command like this: "compress_scumm_bun.exe <inputfile> <inputdir> <outputdir>" and I wrote the cmd like the one with extract.exe (only with <inputfile>) :oops: :oops: :oops: ...

Thanks again!
andi_z
 


Postby Guest » Feb 20, 2005 @ 11:05am

does anyone know ow to compress bun files with the new version of scumm tools
Guest
 


Postby shimoda » Feb 27, 2005 @ 8:56am

thanks a lot...
very useful mini-manual :)
shimoda
 


Postby TheTurnipKing » Apr 14, 2005 @ 5:11pm

sirdaved wrote:ulic3190:

I've known to be wrong before, but when I did the Sorcerer 1 research I came across a reviewer's comment that confirmed (to me at least) that the text option had been left out of Sorcerer 1 for reasons unknown, but that it was returned to Sorcerer 2 after complaints from Sorcerer 1 players. The upshot is, as far as I know, there is no Sorcerer 1 text file in existence.

This might be a long shot, but there WAS a version of Simon 1 produced that had text and no speech. The Amiga version was only produced for floppies, but I don't know if there's any support for it at all in either Scumm VM or Pocket Scumm VM.

Edit: Regretably, checking the compatability list at scummvm.org shows that it's not supported, and given that the PC version is 100%, I'd guess it's remarkably low priority.
TheTurnipKing
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Postby sirdaved » Apr 15, 2005 @ 3:23am

TheTurnipKing wrote:This might be a long shot, but there WAS a version of Simon 1 produced that had text and no speech. The Amiga version was only produced for floppies, but I don't know if there's any support for it at all in either Scumm VM or Pocket Scumm VM.

Edit: Regretably, checking the compatability list at scummvm.org shows that it's not supported, and given that the PC version is 100%, I'd guess it's remarkably low priority.


Very interesting; thanks for mentioning it. The information I had was, of course, for the Windows version, but it wouldn't surprise me that a text file exists even if for another OS. It still makes no sense to me that it was left out in the first place. Maybe others will come up with even more info in time.
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Re: SirDave's PocketScumm Mini-Manual

Postby playerzin » Jul 27, 2005 @ 6:16am

sirdaved wrote:SIRDAVE'S PocketSCUMM Mini-Manual (Revision 2.5)
(dedicated to Arisme, ongoing PocketScumm author and savant!)
===========================================
Revision 2.5: minor changes for version 0.7.0 (more extensive update pending)
Revision 2.4: extensive changes to reflect improvements in PocketScumm versions
0.6.0-0.6.1b and additions to information for running Beneath A Steel Sky.
-additional Sword1 & 2 information
===========================================
Arisme has done an outstanding job of providing us with
PocketScumm to the point where we can enjoy most of
our favorite old LucasArts games on our PocketPCs.
But, he has his work cut out for him doing most/all of
the programming and testing the main PocketScumm
engine, not to mention, trying to get the thing running on
virtually all the various PocketPCs so he hasn't had time
to write much in the way of a manual. So this is an
attempt to provide the main information to not only help
everyone get PocketScumm running, but also to relieve
Arisme from the job of having to answer the same questions
over and over! Let me know if you find any errors. I plan to
add to the manual as necessary and as PocketScumm develops.

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, but it will bring together
answers that are strung all over this forum! I will
concentrate on the most difficult parts of
installation, mostly having to do with getting the
games running with the music, since that is where
most of the problems lie!


Initial Preparation:
==============

The latest PocketScumm version, as of Jan 2005, is 0.7.0 (0.7.1 being tested)
There are still some bugs being worked out in v0.7.0 to 0.7.1 so I suggest holding on
to your v0.6.1b until you are sure that the games you are running
are stable on your particular PDA.

Download Version 0.7.0 installer, available only for the ARM version:
http://www.scummvm.org/downloads.php
or directly here:
http://www.pocketmatrix.com/forums/view ... hp?t=19915

Downloads for all platforms (Arm, Mips, Sh3) available only for the v0.7.1 test:
http://www.pocketmatrix.com/forums/view ... hp?t=20150

Note:General information about versions of PocketScumm that are available:
http://arisme.free.fr/PocketScumm/

If you are going to install the games, Sam and Max, Day of the Tentacle,
Indiana Jones/Fate of Atlantis, Simon the Sorcerer 1 or 2, you will need
to prepare for compression of the sound files:

1. Download the Scumm Tools (look for the heading '0.7.0 Tools (mostly unsupported)'
where you will find 'Tools-Windows Installer':
http://www.scummvm.org/downloads.php
Run the installer to place the scumm tools in any directory you choose.

2. 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

3. Create a directory on your hard disk Drive C called scummtools
(eg. rt-click->New->Folder etc.) which will be, of course:
c:\scummtools

4. Copy the program files 'extract.exe' and 'simon2mp3.exe' from the
directory you installed the ScummTools to in instruction 1. above to:
c:\scummtools

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

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


PocketScumm Main Setup
======================

PocketScumm can be installed on Storage Cards. Simply place
the latest PocketScumm.exe in a directory of your choice, say,
PocketScumm or PktScumm, directly on the card or under
My Documents or whatever. I find it easiest to place
a shortcut for PocketScumm.exe in the PPC 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 the Scumm games with more recent versions of
PocketScumm, 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.)


Version 0.7.0 (and above) Startup
=================================

When you first startup PocketScumm a 'Game Setup' screen will appear.
Click on 'Add Game', then select 'Automatic Scan'. Click on the
appropriate location of your games (eg. Storage Card, 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. hilite) the game you wish
to play, then click on 'Start'

When starting up a game for the first time, a 'Key-Assignment' screen will
appear with a list of possible actions that you can assign to keys.
(Certain games require a mandatory assignment of keys for things
like Rt-Click and/or Hide etc. -eg. Sam 'N Max, Broken Sword).
Say you want to assign Rt-Click to a key:
Click on 'Rt-Click' to hilite 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.


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 how to get 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.

One of the biggest sources of confusion is based on
the fact that Arisme, in order to make the sound files fit
in PocketPC's limited memory/memory cards, requires
that you create them in a certain way. This is not any
sort of a standard- it's just the way he did it.
Unfortunately, there has been much confusion how to
do this and, as well, some misprinted numbers in the
forum. What follows is the easiest 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. Onced 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. (Note: this number has been
misprinted in this forum, sometimes being referred to as
22.5 Mhz. This is incorrect! The resampling is to
22.05 Mhz or 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 or 128 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), 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.

(Note: Arisme indicated that you can create this
file using the Lame command:
lame -t -q 0 -b 96 --resample 22.05 track1.wav track1.mp3
If you're familiar with command-line use of Lame,
go for it, but I find CDEX, as described
above to be easier to use overall plus it rips the files as well
as convert them.)


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.
Originally Arisme supplied a program called SOU2MP3
that automatically created monster.so3 but that is no longer
supported. PocketScumm now uses the same Scumm Tools
used by ScummVM to do the conversion. Please follow these
instructions to convert monster.sou to monster.so3:

1. Place the monster.sou sound file to be converted to the directory:
c:\scummtools (as you were directed to create above under
the Preparation heading).

2. Go to your Windows (should work with all windows versions)
Start->Run and type: c:\scummtools\extract 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 your Drive C scummtools
directory.

(Note: if you can find a copy, Arisme's program, SOU2MP3, can still be
used but, again, is not supported by Arisme anymore. It does have the
advantage of creating somewhat smaller mp3 files than the above method
probably due to the use of a smaller bitrate.)


Sam and Max Hit the Road (directory: samnmax)
======================================
Space Req: 52-70mb (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: 53-70mb (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 (Indy4)(directory: atlantis)
=====================================
Space Req: 'non-talkie':10mb 'talkie':55-70mb

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 85% completed in ScummVM v0.7.0)

The Dig is a much larger game than those described above,
but, luckily, unnecessary parts of it can be removed, apparently
without problem, so it can be run, in its smallest form on
a 128mb storage card.

For full game (size 628mb):
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).

For game without music (size 379mb):
Transfer the files named above except Digmusic.bun.

For game without music and intro video (size 208mb):
transfer only Dig.flc, Dig.la0, Dig.la1 and Digvoice.bun.

For minimum 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
yet. 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: com1)
======================================

(Status: considered 80% complete in PocketScumm v0.7.0)

Curse of Monkey Island 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!

Full installation (size .98g):
This installation just fits on a 1gig storage card. First, from
Disk1, transfer files Comi.la0 and
Comi.la1 and the directory:
Resource
into a directory named, com1, that you created
in your main PocketScumm directory. (The Resource directory
contains all video, music and voice files.)
Next, from Disk2, transfer over the file: comi.la2.
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.

Installation without music (662mb):
Install as above, but remove the files, Musdisk1.bun and
Musdisk2.bun from the Resource Directory.

Installation with 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
2 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 90% complete in ScummVM version 0.7.0
and is considered completable.)

Beneath a Steel Sky (hereafter BASS)(WinCD version) has been provided
very kindly as a free download by Revolution so be sure
to support them by buying Broken Sword 3 when it comes out :)!
BASS (WinCD version) is available here:

http://prdownloads.sourceforge.net/scum ... p?download

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

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. 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:\scummtools (as you were directed to create above under
the Preparation heading).

2. Go to your Windows (should work with all windows versions)
Start->Run and type: c:\scummtools\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 your Drive C scummtools
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:\scummtools\simon2mp3 simon.voc (resulting in a simon.mp3 file)
or c:\scummtools\simon2mp3 effects.voc (resulting in an effects.mp3)
Follow the same process to convert 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 93% complete in ScummVM version 0.7.0
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 93% complete in ScummVM version 0.7.0
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 0.7.0
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 0.7.0
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 have assigned a PPC button to bring up the
keyboard. You have to do this thru another PocketScumm game since
there are no PocketScumm options available in Simon 1&2.
2. As mentioned above, in Simon 1 & 2 there is no Options icon.
You have access to 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 85-90% complete in ScummVM version 0.7.0 -considered
completable.)

Broken Sword 1 comes on 2 disks. Required files are:
Disk1: From directory 'Clusters' all files with extension 'clu'
and the file 'Swordres.rif'. From directory 'Music'
all files with extension 'wav'. From directory 'Speech',
the file 'speech.clu' -rename it speech1.clu.
Disk2:: From directory 'Clusters' all files with extension 'clu'.
From directory 'Music' all files with extension 'wav'.
From directory 'Speech', the file 'speech.clu' -rename it speech2.clu.

Transfer all these files into the directory, sword1.
Note that there are some duplications of the 'wav' files, so
the total actual 'wav' files will number 252 files.

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.

Possible Configurations (add 34mb to the size estimates below if cutscenes added):
Full speech & music: 1g
Speech only (ie. without music1&2.clu): 804mb
No speech or music (ie. without music1&2.clu or speech1&2.clu): 149mb
Due to the large size of the game, I recommend the Speech-only
configuration plus cutscenes configuration: occupies 838mb.
This will
give you the full game experience plus allow allow some extra room
on a 1g memory card.
The smallest configuration without speech is usuable but the text font
used for subtitles is fairly small so that only those with good
near-vision will be able to see it easily!

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. In the near future, there will likely be the ability to compress
the 'clu' speech files and the 'wav' music files to save space.
4. 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.
5. 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.
6. There is no inventory key. 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 0.7.0)

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.

Possible Configurations:
Full speech & music: 1g
Speech only: 643mb
No speech or music: 275mb

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.

As with Sword1, I recommend the Speech-only
plus cutscenes configuration: occupies 672mb.
The smallest
configuration without speech is not really practical since the text
font used for subtitles is so small that only those with microscopic
near-vision will be able to see it easily!

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.


That's it for now. Instructions for setting up other games
under PocketScumm will be provided when the games are reasonably
completable
playerzin
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Posts: 1
Joined: Jul 27, 2005 @ 6:14am


Postby redribbon » Dec 19, 2005 @ 2:10pm

Hello!
Im spanish so sorry for my english :)

Im using scummvm-0.8.0-WindowsMobile_ARM in my ipaq 1940 with windows 2003.
Im playing day of the tentacle.it works perfect, music and voices, but when I save progress, the menu icons of scummvm disappears, so i cant save again or load a game, I cant quit scummvm so I have to do soft-reset always

please help me ;)
redribbon
pm Member
 
Posts: 1
Joined: Dec 19, 2005 @ 2:04pm


Postby sirdaved » Jan 1, 2006 @ 11:48pm

redribbon wrote:Hello!
Im spanish so sorry for my english :)

Im using scummvm-0.8.0-WindowsMobile_ARM in my ipaq 1940 with windows 2003.
Im playing day of the tentacle.it works perfect, music and voices, but when I save progress, the menu icons of scummvm disappears, so i cant save again or load a game, I cant quit scummvm so I have to do soft-reset always

please help me ;)


In v0.8.0, you can tap the left or right top of the screen to get the menu icons to re-appear.
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sirdaved
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Curse of Monkey Island problems, please help!

Postby giancian » Jan 4, 2006 @ 3:49am

Hello. I installed Curse of Monkey Island following the instructions in this guide. I played it up to the point where you leave the island in your ship (and I assume tha game asks you for the second disc in that moment). The game quitted, claiming it could not find the file "COMI.LA2".

According to the guide, I only needed to copy COMI.LA0 and COMI.LA1 and the resource folder to play. Now the problem is that the file COMI.LA2 won't fit on a 1GB storage card if all the other files are included, as the guide claims =o( So, to continue play I have to erase the music or the speech files.

I did that, and erased the music files MUSDISK1.BUN and MUSDISK2.BUN to make space for the file COMI.LA2. Now the game won't start, claiming it won't find the music files =o(

Please note I just want to point this out to maybe have the guide and/or the error corrected, the guide is great and has been VERY helpful in running SCUUMVM games in my Pocket PCs since I had my Cassiopeia E-125 =o)

If the author of the guide needs me to test something I'll happily do it, just PM me.

EDIT: Ok I just realized the guide DOES tell you to copy the file COMI.LA2 too. So the problem is simpler: The whole game won't fit on a 1 GB card!!!!
giancian
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Posts: 1
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Re: Curse of Monkey Island problems, please help!

Postby sirdaved » Jan 28, 2006 @ 10:05pm

giancian wrote:EDIT: Ok I just realized the guide DOES tell you to copy the file COMI.LA2 too. So the problem is simpler: The whole game won't fit on a 1 GB card!!!!


COM1 does fit on a 1gig card 'cause I've got it right here ( :) ), but it barely does so, so there may be a number of reasons why there isn't that last few kb of space on your card to do it.

In any event, this is all moot, because once I've finished the manual, it will give the instructions for compressing the voice/music files that will allow COM1 to fit on 1g card with a lot of space to spare!
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