SirDave's PocketScumm Manual

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SirDave
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Joined: Sat Nov 05, 2005 2:18 am

SirDave's PocketScumm Manual

Post by SirDave »

SIRDAVE'S PocketSCUMM Manual (Revision 4.0)
=========================================================================
Manual Revision 4.0 is considered to be complete for PocketScumm version 0.9.1
and above. This revision is a major update and includes completely re-done
instructions for compressing files in the games The Dig and Curse of Monkey Island
and adds instructions for Full Throttle. In addition, the manual has been reformated
to make it more readable and there were a number of changes made necessary due to
differences in both ScummVM and PocketScumm version 0.9.1. Instructions for setting
up Feeble Files, Kyrandia, and Gobliins will be added, hopefully, in the near future
=========================================================================

Instructions are provided for the following games:
Zak McKracken-FM Towns, Monkey Island 1-CD Version, Loom CD Version,
Monkey Island 1-Floppy Disk VGA Version, Monkey Island 2,
Sam and Max Hit the Road, Day of the Tentacle,
Indiana Jones: Fate of Atlantis, The Dig, Curse of Monkey Island,
Beneath A Steel Sky-WinCD Version, Simon The Sorcerer DOS and Windows Talkie,
Simon The Sorcerer 2 DOS and Windows Talkie, Broken Sword 1 & 2, Full Throttle.


====================================================================
BUG REPORT: OCCASIONALLY, I WILL POST HERE REPORTED SERIOUS BUGS IN THE CURRENT
POCKETSCUMM VERSION THAT PEOPLE MAY NOT BE AWARE OF. IT IS NOT POSSIBLE TO LIST
ALL BUGS SO, PLEASE, DO NOT SEND BUG REPORTS TO ME.

None to report at the moment.

==========================================================================


First of all, it needs to be emphasized that if it weren't for a few
dedicated individuals there would be no PocketScumm so we owe a debt of
gratitude to people like Arisme who did much of the original development
and Knakos who has more recently taken over where Arisme left off.

SirDave's PocketScumm Manual started out as just a few paragraphs of
information about 5 years ago. Since then, it has grown far beyond that,
made necessary by the constant advancement of the PocketScumm port itself.
Just as it has been a challenge for Arisme and Knakos to keep up with all the
changes in both 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 QVGA and VGA pocketpcs. For Revision 4.0, the following
models have been used for testing: HP Ipaqs 2215 & 4705 and Dell Axim x51v.

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 (folders) 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,
Curse of Monkey Island and Full Throttle) 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 January 2007, is 0.9.1. Only PocketPCs
using the ARM CPU are supported and the instructions below assume that you
are using Windows XP (important mainly when it comes to how Batch files are
created in Notepad and the Batch file commands that are used).

1. Your first job is to download the Windows CE ARM package
at the download site which will be referred to periodically 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.
Even though it's optional, 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 Tools-Windows Installer
(look under the heading 0.9.0 Tools (mostly unsupported)).


(Note: While you're at the main download site, if you are going
to be running any or all of the games, Beneath a Steel Sky and Broken Sword 1&2,
you should also download the file 'SKY.CPT' and the Broken Sword 1&2
Cutscene Packs
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 version 3.97 from:
http://www.free-codecs.com/Lame_Encoder_download.htm

4. CREATE A WORK DIRECTORY (FOLDER) 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 your Work Directory c:\scumm:
'compress_scumm_sou.exe',
'compress_simon.exe',
'compress_sword1.exe',
'compress_sword2.exe',
'compress_scumm_bun',
'compress_scumm_san'

b) Extract the program, lame.exe, from the Lame v3.97 zip file (that you
downloaded just previously) to your Work Directory 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 CE 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:

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
==========================

When you first startup PocketScumm a 'Game Setup' screen will appear.

(Note for VGA PocketPC Users (eg. Dell Axim x50v/x51v): You will
notice that the Game Setup screen is very tiny in one corner of the
screen. Select Options->Graphics->Graphics Mode->2x which will scale
up the non-VGA parts of Pocket Scumm (such as the Game Setup screen)
to fill the screen. At this point you must exit PocketScumm and restart
for the re-scaling to take effect.
)

Click (tap with stylus) on 'Add Game', then answer 'Yes' to 'Do you want to
perform an automatic scan?'
. If applicable, click on the appropriate
storage card location of your games (eg. CF or SD Card depending on your
particular memory card) and then then click on the appropriate PocketScumm
directory (or whatever you've named it). A list of the available games should
appear. Click on (ie. highlight) the game you wish to play, then click 'Choose'.
(Bug notice: on v0.9.1 if you click on 'Choose' without highlighting a game,
PocketScumm may crash to the desktop.) The next screen will show the game you
selected. Simply click on/highlight the game and 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. If you choose to make optional key assignment later on,
there is a 'Key-Assignment' icon present in the in-game toolbar at the bottom
of the screen (the icon farthest to the right).

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).

Now, back to the 'Key-Assignment' screen: 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', then click on 'OK'. Continue in the same way
until all the keys you wish are assigned then click on 'OK' to exit 'Key Assignment'.
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 is the keyboard.

Note: In case any problems arise with the assignment of keys with your PocketPC
model, below is some information as to how the key-assignment information is stored
in PocketScumm and how to directly enter them in otherwise, skip to 'THE POCKETSCUMM GAMES':

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

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 which starts with the line:
action_mapping=0000 0000 0000 etc.

There are 19 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, 13.BIND KEYS,
14.UP, 15.DOWN, 16.LEFT, 17.RIGHT, 18.LEFT CLICK


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, for the most part, 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, including how to compress 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://cdexos.sourceforge.net

(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 program.)

CDex is periodically being updated and I can't guarantee that the latest versions (usually listed
as a beta) will work. At the moment (May, 2007) the latest version is v1.7beta.
I have tested the most recent stable version: v1.51 on this site and it
works just fine if you follow the instructions carefully below. You will find v1.51 by going to
the site above and selecting 'Download' and then downloading 'CDex 1.51 (release version)'.

I'll leave CDex installation to you (it's not that hard) except: make sure when installing
to select the 'CDex Full, No Shortcuts' installation (otherwise, an 'Automatic Configuration' option
is installed which may mean that some of the instructions below are inaccurate).
You will, of course, therefore have to create your own shortcuts after CDex is installed.

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.

(Note: if you don't see the files listed on your screen then make sure that the drive you inserted
your disk into is selected at the top of the CDex screen.)

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 a Compressed Audio 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 McKracken 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
Monkey Island 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 Monkey Island, 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 Monkey Island 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. To save space on
memory cards, this must be converted to an mp3 file called monster.so3. ScummVM provides the
program 'compress.scumm.sou' in Scumm Tools which should be in your c:\scumm Work Directory
as described in item 4 of INITIAL PREPARATION above. Follow these instructions to convert
monster.sou to monster.so3:

1. Place the monster.sou sound file to be converted in your Work Directory, c:\scumm.

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 monster.so3. Once you have done the conversion, simply place the 3 files,
Samnmax.000, Samnmax.001, and monster.so3, in a directory named: samnmax:


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, 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 as described above. Note that a monster.sou from a 'talkie version'
will not work with the 'non-talkie version' Atlantis.000 and Atlantis.001 files!


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

(Status: considered 90% completed in ScummVM v0.9.1)

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, 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 above. In that directory, you must have the programs,
compress_scumm_bun.exe, compress_scumm_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_scumm_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 follow the following instructions carefully:

First, we must create a Batch File program using Notepad. This is not difficult, but
can be a little tricky: Startup Notepad by selecting it from your Windows Programs
Menu or more easily by going to START->RUN->type in Notepad. Now, copy all of the
text between the double lines below to Notepad, then go to File->Save As and making sure that
'All Files' is selected, save the file as 'digcomp.bat'. (If you don't select
'All Files', Notepad will always save the file as a text file even though you've given
the file the batch-file extension, 'bat'.) Note that if you have any need to edit the
Batch File, simply Rt-Click its filename and select 'Edit'. Be careful not to click
on the Batch File filename, digcomp.bat, until instructed below, since it operates as
an 'execute' program file and will immediately try to start the compression process.

(Note for Windows 95/98/ME Users: this Batch File will not work with these operating systems.)

============================================================================
@echo Starting Compression....

for %%i in (c:\scumm\Video\*.bun) do compress_scumm_bun %%~ni.bun Video Vide
for %%i in (c:\scumm\Video\*.san) do compress_scumm_san %%~ni.san Video Vide
cls
@echo Finished!
PAUSE
============================================================================

Now, copy the files, 'Digmusic.bun' and 'Digvoice.bun', from the 'dig' directory into
the 'Video' directory and then copy the entire 'Video' directory to c:\scumm. Next,
create a new directory, 'Vide', in c:\scumm and then go to START->RUN type in:
c:\scumm\digcomp.bat or 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, delete the original 'Video' directory that was in
the directory 'dig', 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!

(Note regarding deleting large directories: Some of the directories such as the original 'Video'
directory to be deleted above occupy a large amount of space. If you simply delete it, it
will, of course, be sent to the Trash. That may be preferable if, for any reason, you want
to access it later. However, if you have no need to have these large files in the Trash, simply
hold down the Shift-key when you select 'Delete' and the file will be totally removed from the
computer.
)
********************************************************
********************************************************


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 in the 'minimum' game, since some of the text on the screen is covered by any game
character that happens to be blocking 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 v0.9.1)

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
into a directory named, comi, that you created in your main PocketScumm directory.
The Resource directory contains all video, music and voice files. (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_scumm_san.exe and lame.exe.
Since COMI occupies almost a gigabyte of space, most people will want to compress the
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_scumm_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 follow the following instructions carefully:

First, we must create a Batch File program using Notepad. This is not difficult, but
can be a little tricky: Startup Notepad by selecting it from your Windows Programs
Menu or more easily by going to START->RUN->type in Notepad. Now, copy all of the
text between the double lines below to Notepad, then go to File->Save As and making sure that
'All Files' is selected, save the file as 'comicomp.bat'. (If you don't select
'All Files', Notepad will always save the file as a text file even though you've given
the file the batch-file extension, 'bat'.) Note that if you have any need to edit the
Batch File, simply Rt-Click its filename and select 'Edit'. Be careful not to click
on the Batch File filename, comicomp.bat, until instructed below, since it operates as
an 'execute' program file and will immediately try to start the compression process.

(Note for Windows 95/98/ME Users: this Batch File will not work with these operating systems.)

=====================================================================================
@echo Starting Compression....

for %%i in (c:\scumm\Resource\*.bun) do compress_scumm_bun %%~ni.bun Resource Resourc
for %%i in (c:\scumm\Resource\*.san) do compress_scumm_san %%~ni.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, delete 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 (a total of 40 files).
You now have a compressed version of COMI with full music and voice!

(Note regarding deleting large directories: Some of the directories such as the original 'Resource'
directory to be deleted above occupy a large amount of space. If you simply delete it, it
will, of course, be sent to the Trash. That may be preferable if, for any reason, you want
to access it later. However, if you have no need to have these large files in the Trash, simply
hold down the Shift-key when you select 'Delete' and the file will be totally removed from the
computer.
)
************************************************************
************************************************************


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 0.9.1 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. You must also place the file sky.cpt in the 'sky' directory.

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 93% complete in ScummVM version 0.9.1 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 playing Simon 1 and 2.


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

(Status: considered 95% complete in ScummVM version 0.9.1 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 playing Simon 1 and 2.


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

(Status: considered 95% complete in ScummVM version 0.9.1 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 0.9.1 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 98% complete in ScummVM version 0.9.1 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' (to 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 the Main Download Site 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!

Helpful Hints Running Broken Sword 1
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 98% complete in ScummVM version 0.9.1)

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.

MANUAL CONTINUED BELOW:
Last edited by SirDave on Wed May 23, 2007 8:16 pm, edited 26 times in total.
SirDave
Posts: 33
Joined: Sat Nov 05, 2005 2:18 am

Post by SirDave »

SIRDAVE POCKETSCUMM MANUAL CONTINUED:

Full Throttle (directory: ft)
======================================

(Status: considered at least 90% complete in PocketScumm v0.9.1)

Full Throttle is a fairly large game. The game as it runs under PocketScumm will require
the following files in the Full Throttle (ft) directory: Ft.lao, Ft.la1, Monster.sou and
the directories: Data and Video. The Full Throttle sound is stored in the Monster.sou
file and the video in various 'SAN' files in the Video directory. Luckily, not all the files in the
Data and Video directories are required and by compressing the Monster.sou file and the 'SAN' files,
the effective size of Full Throttle can be cut by half.

First, start by removing the following files:
From the Data folder:
BENBIKE.NUT, CHASEBEN.SAN, ROADRASH.NUT, ROADRSH2.NUT
From the Video folder:
BIKESWAR.SAN, BLINK.SAN, BLINK2.SAN, BLINK3.SAN, CATCHUP.SAN, CRUSHDOG.SAN,
CVRAMP.SAN, DEMOGOGG.TRS, DRIVEBY.SAN, FI.TRS, FI_14.SAN, HI_SIGN.SAN,
LIMOBY.SAN, LIMOROAR.SAN, MIRANDA.TRS, PLNCRSH.SAN, POLEEXIT.TRS, REACHHER.SAN,
RESTSTOP.TRS, RIPFELL.TRS, SHOWDOWN.TRS, TINYTRUC.SAN


Next, compress the Monster.sou file as described above for Sam and Max using the Scumm Tool's
compress_scumm_sou which will give you the compressed sound file Monster.so3
(See Converting Monster.Sou Sound Files to Monster.So3 above before the Sam and Max instructions.)

Finally, compress the 'SAN' 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_san.exe and lame.exe. In order to fully compress Full Throttle 'SAN'
files you will need to run compress_scumm_san.exe on each individual SAN file.
The command format is: 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 follow the following instructions carefully:

First, we must create a Batch File program using Notepad. This is not difficult, but can be a little
tricky: Startup Notepad by selecting it from your Windows Programs Menu or more easily by going
to START->RUN->type in Notepad. Now, copy all of the text between the double lines below to
Notepad, then go to File->Save As and making sure that 'All Files' is selected, save the file as
'ftcomp.bat'. (If you don't select 'All Files', Notepad will always save the file as a text
file even though you've given the file the batch-file extension, 'bat'.) Note that if you have any
need to edit the Batch File, simply Rt-Click its filename and select 'Edit'. Be careful not to click
on the Batch File filename, ftcomp.bat, until instructed below, since it operates as an 'execute'
program file and will immediately try to start the compression process.

(Note for Windows 95/98/ME Users: this Batch File will not work with these operating systems.)

=====================================================================================
@echo Starting Compression....

for %%i in (c:\scumm\Data\*.san) do compress_scumm_san %%~ni.san Data Dat
for %%i in (c:\scumm\Video\*.san) do compress_scumm_san %%~ni.san Video Vide
cls
@echo Finished!
PAUSE
=====================================================================================

Now, copy the entire 'Data' and 'Video' directories to c:\scumm and then, create the new directories,
'Dat' and 'Vide', in c:\scumm. Next, go to START->RUN and type: c:\scumm\ftcomp.bat or you can
simply double-click on ftcomp.bat in the c:\scumm directory. Over the next several
minutes (even on a fast computer), the compressed files will be created in the directories, 'Dat' and 'Vide'.
Once the process is complete, delete the original 'Data' and 'Video' directories that were in the
directory 'ft' and copy the 'Dat' and 'Vide' directories to the 'ft' directory and rename 'Dat' to 'Data' and
'Vide' to 'Video'. If you have done everything correctly, the new 'Data' directory should contain 73 compressed
files and 'Video' should contain 134 compressed files. You now have a compressed version of Full Throttle
with full music and voice!

(Note regarding deleting large directories: Some of the directories such as the original 'Data' and 'Video'
directories to be deleted above occupy a large amount of space. If you simply delete it, it
will, of course, be sent to the Trash. That may be preferable if, for any reason, you want
to access it later. However, if you have no need to have these large files in the Trash, simply
hold down the Shift-key when you select 'Delete' and the file will be totally removed from the
computer.
)
************************************************************
************************************************************


Full installation without compressed music & voice: 490mb

Full installation with compressed music & voice: 270mb


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 SirDave on Fri Apr 13, 2007 10:22 pm, edited 8 times in total.
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sev
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Post by sev »

Really nice document. It would be cool if you'd add this to our Wiki and maintain there.


Eugene
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Post by landocalrissian »

hmmm...there's no information here about Full Throttle at all. Is there no other way to compress Full Throttle besides the monster.so3 file?
SirDave
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Post by SirDave »

Full Throttle is next in line for the manual.
bioslock
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Post by bioslock »

:D

I would like to thank you for this superb manual SirDave.. Thums up!

:D
SirDave
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Post by SirDave »

bioslock wrote::D

I would like to thank you for this superb manual SirDave.. Thums up!

:D
That's awfully nice of you to say so. It makes doing it worthwhile.
wohu
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Post by wohu »

Great Manual.It has already helped me a lot. :D

However copying MI3 (German Version) I've got 26 Files instead of 25 in the Resource folder.
That's a 90 MB sized file called VOXDISK1.DAT.
Does anyone know if it's obsolete or needed and if it can de compressed?
There is no compression tool for .dat files. :?:

Thanx,
Wolfgang
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sasa89
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Post by sasa89 »

wohu wrote:Great Manual.It has already helped me a lot. :D

However copying MI3 (German Version) I've got 26 Files instead of 25 in the Resource folder.
That's a 90 MB sized file called VOXDISK1.DAT.
Does anyone know if it's obsolete or needed and if it can de compressed?
There is no compression tool for .dat files. :?:

Thanx,
Wolfgang
same here.
i had this file too. i compressed MI3 as said in the tutorial.
the whole game was 452mb then (not 430mb) but everything worked.
the game is a bit laggy - but that's beacuse of my crappy PPC i guess...


SirDave, it's an awsome tut!! thanx a bunch! now i can play the Dig on my PPC.
could you make a tut for Full Throttle too, please?
:):)
SirDave
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Joined: Sat Nov 05, 2005 2:18 am

Post by SirDave »

sasa89 wrote:
wohu wrote:Great Manual.It has already helped me a lot. :D

However copying MI3 (German Version) I've got 26 Files instead of 25 in the Resource folder.
That's a 90 MB sized file called VOXDISK1.DAT.
Does anyone know if it's obsolete or needed and if it can de compressed?
There is no compression tool for .dat files. :?:

Thanx,
Wolfgang
same here.
i had this file too. i compressed MI3 as said in the tutorial.
the whole game was 452mb then (not 430mb) but everything worked.
the game is a bit laggy - but that's beacuse of my crappy PPC i guess...


SirDave, it's an awsome tut!! thanx a bunch! now i can play the Dig on my PPC.
could you make a tut for Full Throttle too, please?
:):)
Glad you've found the manual a help. The VOXDISK1.DAT file is not in the english version of COMI. I'd be interested to see if it is even necessary for SCUMMVM in the German version (you could tell by simply removing it and seeing what happens).

Also, the actual final sizes of these games are really just an estimate. They can vary by things as diverse as how the memory cards are formatted.
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sasa89
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Location: Germany

Post by sasa89 »

no it's not necessary. everything works fine without this dat-file.


but i've got another question:
i compressed broken sword 1. everything worked fine. i downloaded the german cutscenes and copied the "video"-folder into the "sword1"-folder.
on my normal pc everything works fine.
but on my PPC i don't have any videos. the music and the speech is there.
i'm using this scummvm-version: 'scummvm-0.8.2-WinCE2002'
the version 0.9 doesn't work on my PPC. it says that the file couldn't have been found.
i'm using this PPC: Medion MDP 2910 Model: MDPPC 100

any idea what i could do??

thanks in advance for any help,
sasa89 :)


ps: sorry for my crappy english :D
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knakos
ScummVM Porter
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Post by knakos »

Your device is running windows ce 2002. We have not released a build for this OS in 0.9.0, but we're working on it. You should just wait a bit until that build is out, there is not much we can do about 0.8.2.
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sasa89
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Post by sasa89 »

knakos wrote:Your device is running windows ce 2002. We have not released a build for this OS in 0.9.0, but we're working on it. You should just wait a bit until that build is out, there is not much we can do about 0.8.2.
so, the video-problem is because of the old release?
ok, thanx for the info.

and a BIIIIIG THANK YOU for the work you guys are doing here...!!!

:)
wohu
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Joined: Sat Jul 08, 2006 4:38 pm

Post by wohu »

Thanx for the info concerning the dat-file.
I've tried to play without it, and haven't had any problems so far either.
I wonder what it contains though... some bytes that simply were left :D

By the way: I've got problems with some of the games on the PPC. :?
Some games crash with the message "Cannot find file: <file name>" and leave me with the debugger.
The requested file is always available. Sometimes the bug doesn't occur the next time I start the game (and do exactly the same).
In other situations the VM always crashes with that message.

For example Maniac Mansion (the version that comes with DOTT without any changes) sometimes crashes when I leave the first Screen (looking for 11.LFL) and sometimes it doesent.
However, it definitly crashes, when I enter the house, go to the kitchen and approach Edna.

I tried the same on my Windows-PC running ScummVM and everything works fine.

The same problem occurs on Monkey Island 1 (Dos VGA, modified like described in SirDave's Script - Thanx again for those!!!).
I've tried to move savegames to the game folders guessing that accessing another directory might confuse the VM, but that didn't help.

On the other hand I've just played through DOTT without any problems. 8)

I'm using a Fujitsu Siemens PocketLoox N560 running MS Windows Mobile 5 at 640*480.

Has anyone experienced the same problems or even found a solution?
SirDave
Posts: 33
Joined: Sat Nov 05, 2005 2:18 am

Post by SirDave »

wohu wrote:By the way: I've got problems with some of the games on the PPC. :?
Best to post a separate question on the forum. I'm the 'manual guy' & can handle problems related to setting up games. Fellows like Knakos are the technical, trouble-shooting guys who know whether it's a problem related to current PPC ScummVM versions or not.
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