ScummVM Manual Latest
ScummVM Manual Latest
CadiH
6 Keyboard shortcuts 41
7 Changing settings 42
7.1 From the Launcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
7.2 In the configuration file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
7.3 From the command line . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
10 Taskbar integration 63
10.1 Setting up the icon overlay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
10.2 Launching recently played games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
i
11 AmigaOS 4 65
11.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
11.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
11.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
11.4 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
11.5 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
11.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
11.7 Known issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
12 Android 69
12.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
12.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
12.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
12.4 Adding games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
12.5 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
12.6 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
12.7 Known issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
13 Atari/FreeMiNT 78
13.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
13.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
13.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
13.4 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
13.5 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
13.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
13.7 Known issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
14 iOS 81
14.1 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
14.2 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
14.3 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
14.4 Known issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
16 MorphOS 88
16.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
16.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
16.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
16.4 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
16.5 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
16.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
16.7 Known issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
17 Nintendo 3DS 90
ii
17.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
17.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
17.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
17.4 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
17.5 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
17.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
17.7 Known issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
18 Nintendo DS 95
18.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
18.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
18.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
18.4 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
18.5 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
18.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
18.7 Known issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
19 Nintendo Switch 97
19.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
19.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
19.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
19.4 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
19.5 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
19.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
20 PlayStation 3 102
20.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
20.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
20.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
20.4 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
20.5 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
20.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
iii
22.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
22.7 Known Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
23 RISC OS 114
23.1 What you’ll need . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
23.2 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
23.3 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
23.4 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
23.5 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
23.6 Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
23.7 Known issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
25 Apple TV OS 121
25.1 Installing ScummVM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
25.2 Transferring game files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
25.3 Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
25.4 Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
26 Accessibility 125
27 Audio 127
27.1 The Audio tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
27.2 The Volume tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
27.3 The MIDI tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
27.4 The MT-32 tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
28 Backend 137
29 Cloud 139
30 Control 141
31 Game 143
31.1 ADL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
31.2 AGI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
31.3 AGOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
31.4 Bladerunner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
31.5 Buried . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
31.6 CGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
31.7 CGE2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
iv
31.8 Chewy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
31.9 Cine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
31.10Drascula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
31.11Dreamweb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
31.12Freescape . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
31.13Griffon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
31.14GrimE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
31.15Groovie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
31.16HDB . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
31.17Hopkins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
31.18Hypno . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
31.19Kyra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
31.20Lure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
31.21MADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
31.22MADS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
31.23Mohawk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
31.24mTropolis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
31.25Myst3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
31.26Nancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
31.27Neverhood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
31.28Queen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
31.29SCI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
31.30SCUMM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
31.31Sherlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
31.32Sky . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
31.33Stark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
31.34Supernova . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
31.35Sword2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
31.36Sword25 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
31.37Toltecs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
31.38Trecision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
31.39TwineE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
31.40Ultima . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
31.41Wintermute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
31.42V-Cruise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
31.43Xeen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
31.44ZVision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
32 Graphics 163
33 GUI 168
34 Keymaps 171
34.1 Global settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
34.2 Game settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
35 LAN 176
v
36 Miscellaneous 178
37 Paths 180
38 Autostart 182
38.1 Example of a scummvm-autorun file . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
45 Contact us 249
vi
46.1 1. General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252
46.2 2. Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
46.3 3. Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
47 Credits 259
47.1 ScummVM Team . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
47.2 Other contributions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285
47.3 Special thanks to . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
vii
48.390.8.0 (2005-10-30) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380
48.400.7.1 (2005-03-27) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381
48.410.7.0 (2004-12-24) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382
48.420.6.1b (2004-08-03) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 383
48.430.6.1 (2004-07-25) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 384
48.440.6.0 (2004-03-14) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 384
48.450.5.1 (2003-08-06) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386
48.460.5.0 (2003-08-02) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386
48.470.4.1 (2003-05-25) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
48.480.4.0 (2003-05-11) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
48.490.3.0b (2002-12-08) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387
48.500.2.0 (2002-04-14) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 388
48.510.1.0 (2002-01-13) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 388
48.520.0.2 (2001-10-12) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 389
48.530.0.1 (2001-10-08) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 389
viii
ScummVM Documentation
This page explains how to install ScummVM on a computer. For all other platforms, see the relevant
platform guide.
Windows
There are two ways to install ScummVM on Windows: use the installer, or install manually.
Installing ScummVM using the installer
Download the Windows installer for your operating system from the ScummVM downloads page,
and double click the downloaded file. The installer guides you through the install process, and
adds a shortcut to the Start Menu. There is also an option to add a shortcut to the desktop.
To run ScummVM, either navigate to desktop and double click the ScummVM shortcut, or go to
Start > All Apps > ScummVM. For Windows XP, go to Start > All Apps > ScummVM.
Installing ScummVM manually
Download the Windows zip file for your operating system (32bit or 64bit). To extract the files,
right-click the folder and select Extract All.
To run ScummVM from the extracted folder, find the scummvm.exe file and double click it.
Running ScummVM in portable mode
Starting with ScummVM 2.6.0, ScummVM offers a portable mode. Instead of storing saved games,
icons and screenshots in your user’s directory, they are stored in the same folder as the ScummVM
executable.
To run ScummVM in portable mode, create an empty file called scummvm.ini in the folder where
you extracted the ScummVM zipfile.
macOS
Note: macOS includes technology called Gatekeeper, which checks to ensure only trusted software
is run on your Mac. ScummVM is not available from the App Store, so follow the steps on this Apple
support page to allow ScummVM to run.
The basics 1
ScummVM Documentation
Linux
There are multiple ways to install ScummVM on Linux: use the Snap Store, Flathub or the software
repository, or manually install the release binary.
Installing ScummVM using the Snap Store
A Snap is an app that is bundled with its dependencies, which makes the install on any
Linux operating system very easy. Snap comes pre-installed on Debian and Ubuntu-
based distributions, but can be installed on any Linux distribution by following the
instructions on the Snapcraft website.
The ScummVM Snap comes with a selection of freeware games and demos pre-loaded.
Enter the following on the command line to install the ScummVM Snap:
To run ScummVM, enter scummvm on the command line, or launch ScummVM through
the desktop interface by clicking Menu > Games > ScummVM.
Installing ScummVM using Flathub
Flathub is another way to install apps for Linux, by using Flatpak. Flatpak comes stan-
dard with Fedora-based distributions, but can be installed on any Linux operating sys-
tem. The Flathub website has excellent install instructions.
When Flatpak is installed, enter the following on the command line to install Scum-
mVM:
Some distributions have the option to install Flatpaks through the graphical desktop
interface. Navigate to the ScummVM Flatpak page , click the INSTALL button and then
follow the install process.
To run ScummVM, enter the following on the command line:
To pass Command line arguments, add them after the Flatpak run command.
Note: The Flatpak version of ScummVM is sandboxed, meaning that any games need
to be copied into the Documents folder to be accessible by ScummVM.
Caution: The repositories might not contain the most up-to-date version of Scum-
mVM.
The basics 2
ScummVM Documentation
To run ScummVM, enter scummvm on the command line, or launch ScummVM through
the desktop interface by clicking Menu > Games > ScummVM.
Installing ScummVM using the release binaries
Binary packages are only released for Debian and Ubuntu. On the ScummVM down-
loads page, find and download the ScummVM package that corresponds to your op-
erating system and architecture. To install a DEB package, either double click on the
downloaded DEB file to use the graphical installer, or, if that’s not available, use the
command line.
The basics 3
Chapter 1
The main ScummVM window is called the Launcher. The Launcher opens whenever you start
ScummVM, unless you launch a game directly from the command line. Use the buttons on the
bottom left of the screen to toggle between list and grid view.
The pane on the left, when the Launcher is in list view, shows the games list, which shows all the
games that have been added to ScummVM. The games list usually offers some additional informa-
tion about each game, such as original platform and language. To highlight any game on the list,
type the first letter(s) of its title, or click on it.
In grid view, all game icons are in the pane below the buttons, and show the game artwork. See
Update Icons for information on how to update these. Use the Icons per row slider at the bottom
of the page to change the size of the icons. Click on a game to select it. Click on the play icon in
the pop-up menu to start the game, the gear icon to open the Game Options menu, or the export
icon to load a saved game.
The search box lets you filter the games list. It is located at the top of the page next to the magni-
fying glass icon. The filter is applied as you type, and is not case sensitive. To clear the filter, click
X.
There are many ways to filter games. For example, you can type “Monkey Island” to locate all “Mon-
key Island” games on the list, or you can type “lang:de” to find German games. For a comprehensive
look at how to use the search box, check out our Understanding the search box guide.
4
ScummVM Documentation
To the right of the search box is the grouping menu. Use this menu to group games in alphabetical
order, or by engine, series, publisher, language or platform. Hide or show groups of games by
clicking on the black arrow to the left of each group heading.
To the right of the games list in list view, or above the games list in grid view, there are a number
of buttons. Their functions are as follows:
Opens the load game window, from which you can go to a saved game without having to start the
game first.
See the Saving and loading a game page.
Add Game
Opens a file browser. To add a game, select a folder containing game files.
See the Adding and playing a game page.
Opens the game settings window. This window also opens whenever a game is added to the games
list in the Launcher.
Use this window to configure settings specific to a game. These settings override the global settings.
For more information, see the Changing settings page.
Remove Game
Removes the highlighted game from the list. This does not remove any saved games, so if you add
a game to the games list again, you are able to resume where you left off.
Global Options
Opens the global settings window. Use this window to define global game settings, as well as
change a number of the ScummVM Launcher settings. For more information, see the Changing
settings page.
About
Quit
You can access the ScummVM Global Main Menu, also known as the GMM, while you are playing
a game. To open the GMM, press Ctrl+F5 (Ctrl+fn+F5 on a Mac).
In the Global Main Menu there are a number of buttons. Their functions are as follows:
Resume
Load
Opens the load game window. From here, you can load a saved game.
Save
Opens the save game window. From here, you can save a game.
Options
Opens a dialog which provides some gameplay options, such as sound volume, subtitle and keymap
settings.
About
Displays the ScummVM About dialog. This is also available from the Launcher.
Help
Displays a list of keyboard shortcuts for the game. Note that this is not available for all games; refer
to the Keymaps tab for keyboard shortcuts.
Return to Launcher
Quit
Quits the game and ScummVM, and returns to the operating system. Any unsaved game progress
is lost.
ScummVM needs access to the data files for each game. A list of required data files for each game
is found on the wiki entry for that game. ScummVM can run the game data files from any directory
it has access to, including external media.
Note: For ease of use, you can create a dedicated games folder into which folder containing game
files can be copied. The resulting directory structure will look somewhat like this:
ScummVM Games
|-- Day of the Tentacle
| |-- MONSTER.SOU
| |-- TENTACLE.000
| `-- TENTACLE.001
`-- Flight of the Amazon Queen
|-- QUEEN.1
`-- queen.tbl
For games on floppies or CDs, if the data files are accessible, the external media can be accessed
directly by ScummVM. Alternatively, copy the game files to a folder as described above. If the data
files are not accessible, run the installer on the platform the game was designed for, to extract the
game files.
For games downloaded from digital distributors or from various freeware sources run the installer
to extract the data files, or if the data files are supplied as a zip file, extract the files.
For macOS or Linux users without access to a Windows machine, you can get the data files from
games that only have Windows installers. Use Wine to run the Windows installer. Alternatively, for
GOG.com games, use innoextract to unpack game files from the installer without actually running
it.
Tip: Use ScummVM’s Cloud functionality to share game files and automatically back up and
sync your saved game states. For detailed instructions see the Connecting a cloud service guide.
For devices on the same local network, ScummVM can also run a web server to allow hassle-free
13
ScummVM Documentation
transfer of files. For detailed instructions, see the Using the local web server guide. This is a good
option if you do not wish to connect a Cloud service.
ScummVM needs access to all the data files, so it will not be able to run directly from a CD if the
game has multiple discs. To add a multi-CD game, copy the required data files from the CD to a
folder on your hard drive. For a list of required files, see the wiki entry for the game you’re playing.
As a general guideline, where there are duplicate, identical files (same name, same file size) on
more than one disc, only one copy of the file is required. Where there are files that have the same
name but are different on each disc, rename them. For example, where there is a music.clu on two
discs, rename the file on the first disc to music1.clu and the file on the second disc to music2.clu.
2.2 CD audio
In most cases, ScummVM can use CD audio directly from the game CD. If you don’t always want
to insert the game CD to use the CD audio, you can extract the audio tracks from the CD and save
them locally:
1. Extract the CD audio tracks in WAV or AIFF format.
2. Convert the tracks to either MP3, FLAC, M4A or OGG file formats.
3. Place the converted audio files in the same folder that contains the other game datafiles.
4. You can name them in several ways:
1. track01.ogg - track12.ogg
2. track1.ogg - track12.ogg
3. track_01.ogg - track_12.ogg
4. track_1.ogg - track_12.ogg
Tip: fre:ac is a multi-platform, open-source software, with the ability to both rip CDs and convert
audio between MP3, OGG, FLAC and WAV file formats.
Many of the supported games also exist in versions for the Macintosh, however it can be tricky
to extract the correct files from a Macintosh floppy or CD, especially if you are using Windows or
Linux. See Handling Macintosh game files for an in-depth how-to guide.
This section explains how to access game data files from Macintosh media. For general information
on how ScummVM handles game data files, including which files are required to play a game, see
Handling game files.
3.1 Background
There are three main aspects of Macintosh floppy or CD media that can make it difficult to extract
the game data: the file system, forks, and file name encoding.
HFS and HFS+ file system
The Macintosh uses a different file system to other operating systems; HFS for older media, and
HFS+ for more recent ones.
HFS (Hierarchical File System), also known as Mac OS Standard, was used on Macintosh hard disk,
floppy disks, and CDs until the late 90s. It was superseded by HFS+, or Mac OS Extended, with the
release of Mac OS 8.1 in 1998. Most game CDs released before the mid-2000 still use HFS. Modern
macOS computers can still access HFS+ media, but support for reading HFS media was dropped in
macOS 10.15 (Catalina).
To view and copy the files from HFS and HFS+ floppy disks and CDs on a Windows or Linux system,
you need to install additional software.
Most, if not all, Macintosh games supported by ScummVM were released on an HFS medium, but
if you do have a HFS+ CD then check out the Other methods section for ways to access these files.
ScummVM’s Python-based dumper also supports the HFS+ format if you are using it on macOS.
Forks
Macintosh HFS and HFS+ media have a concept called forks. For those familiar with NTFS, it’s the
same principle as NTFS streams. A file can consist of two forks, a data fork and a resource fork.
Both are important for games to work correctly. Systems other than macOS do not support resource
forks, and a regular file copy from a HFS or HFS+ media on such a system will only copy the data
fork. To properly preserve the resource fork during the copy, those files need to be converted to a
MacBinary file.
16
ScummVM Documentation
Note: Windows, MacOS and Linux can store these files and do not need punycode enabled.
For more information, see the Windows naming conventions for a list of prohibited characters.
The simplest way to extract the correct game files is to use the dumper companion created and
supplied by ScummVM. The dumper can extract files from an HFS medium, encode files to the
MacBinary format, and rename files with Punycode if needed.
There are two versions of the dumper: a disk/ISO image version that runs in a browser, and a
full-fledged version which uses Python. The browser-based version is the preferred method since
this will work in the majority of cases, and it is less hassle because there is nothing to install.
The first step is to create an ISO image of your floppy or CD medium.
Note: If you are accessing HFS+ media in macOS, or HFS media on a macOS 10.14 Mojave system
or older, this step is not required when using the Python dumper in MAC mode.
Windows
macOS
Use the following commands in the Terminal to find the identifier of the media, and then create an
ISO image of that media.
List disks to get the identifier for the CD or floppy disk partition: .. code-block:
diskutil list
Alternatively, find this information using the Disk Utility application. Select the CD partition and
look at the name under the device section.
Unmount the disk if needed: - By default disks are mounted when they are inserted, and they need
to be unmounted so that you can create the ISO file. - HFS is no longer supported on macOS 10.15
and above, therefore those disk cannot be mounted and do not need to be unmounted.
Example
In the example below the CD is the last disk listed as CD_partition_scheme, and the identifier for
the HFS partition is disk5s1s2.
/dev/disk2 (synthesized):
(continues on next page)
Linux
Use the following commands to create an ISO image from an inserted HFS or HFS+ medium.
Usually the device will be /dev/cdrom, /dev/dvd, or /dev/floppy. Alternatively, use sudo blkid to
list the mounted and unmounted devices with their ID.
Example
~$ sudo blkid
/dev/sr0: PTTYPE="mac"
~$ sudo dd if=/dev/sr0 of=/home/ego/BS1-fr.iso
1332420+0 records in
1332420+0 records out
682199040 bytes (682 MB, 651 MiB) copied, 421.918 s, 1.6 MB/s
The browser based dumper companion supports reading HFS media as ISO and disk images. It
generates a ZIP file that can be extracted and then imported in ScummVM.
1. Upload the disk/ISO image file
2. Select the options:
• Choose Japanese when dumping Japanese disks
• Deselect unicode if the platform does not support it
3. Click the dump button
4. Download the ZIP file
5. Extract the ZIP file
6. Add the extracted directory to scummvm
Note: This web dumper-companion works entirely in your web browser and does not transfer the
data to any servers.
The Python dumper companion supports HFS disks, unless you are running it on a Mac, in which
case MAC mode also supports HFS+.
Prerequisites
• Python3 with pip installed. Information on how to install Python can be found here.
• The dumper file downloaded from the repository.
Installation
macOS
Others
Use
The dumper companion supports three modes: ISO, DIR and MAC. The MAC mode is specific to
macOS. There’s also a STR mode that is used test drive the punyencode parts. For more info see its
help section.
./dumper-companion.py --help
ISO mode
This mode will dump an HFS ISO file to the OUTPUT directory. This directory can then be added
to scummvm.
Options:
• --punycode: encodes all filename characters as punycode. Select this when your platform
doesn’t support UTF-8 filenames
• --japanese: Use this when dumping Japanese disks.
DIR mode
This mode will puny-encode all files and directories in the current directory.
MAC mode
This mode is specific to macOS. It will traverse a directory, find all the resource forks and combine
them in a MacBinary file. It is useful for when you already have all game files on your harddrive
and want to import them into ScummVM.
Options:
• --punyencode: encodes all filename characters as punycode, select this when your platform
doesn’t support UTF-8 filenames
Note: On macOS ScummVM directly accesses data and resource forks, however converting to
MacBinary can be useful if you plan to transfer those files to a different system.
There are other ways to access HFS and HFS+ media on Windows, macOS, and Linux. These
methods require you to copy the files manually.
Windows
For Windows, HFS Explorer is a basic and free option, which gives you read-only access to both
HFS and HFS+ drives. Use the installer rather than the zip file, to ensure it is installed correctly.
For files with a resource fork you will need to use the option to extract as MacBinary. Extract files
that only have a data fork as a “raw copy, data fork”.
Alternatively, HFVExplorer can also be used for HFS drives. There is no option to extract as MacBi-
nary, but you can extract files with a resource fork as AppleDouble using the “extract data and
resource fork(s)” option.
macOS
On macOS you can read HFS+ volumes, and in some cases HFS volumes, and copy the files in the
usual way in the Finder. Some discs shipped with hidden files that need to be copied. To view
hidden files in macOS, press Cmd+Shift+. in a Finder window.
There is also no need to convert files with a resource fork into MacBinary files, but if you want
to do it, for example to later transfer the files onto a different system, you can use the macbinary
command line tool.
Linux
Access HFS+ drives using hfsplus. To use hfsplus, use the command line:
1. Install hfsplus using the software manager. On Debian-based distributions, use sudo apt
install hfsplus.
2. Find the game disc by running sudo fdisk -l and finding the one with type Apple HFS/HFS+.
In this example, this is /dev/fd0.
3. Create a mount point, for example: sudo mkdir /media/macgamedrive
4. Mount the device to that moint point: sudo mount -t hfsplus /dev/fd0 /media/
macgamedrive
5. Access the device at /media/macgamedrive. To copy files you can use hpcopy. It takes options
to indicate if the files should be converted to macbinary (-m) or copied as a raw file (-r).
Access HFS drives using hfsutils. To use hfsutils, use the command line:
1. Install hfsutils using the software manager. On Debian-based distributions, use sudo apt
install hfsutils.
2. Find the game disc by running sudo fdisk -l and finding the one with type Apple HFS/HFS+.
In this example, this is /dev/fd0.
3. Mount the HFS volume by running hmount /dev/fd0
4. List the files and directories on the HFS media using hls, change the working directory on
the HFS media using hcd and copy files using hcopy. The hcopy commands take options to
indicate if the files should be converted to macbinary (-m) or copied as a raw file (-r). For
example hcopy -m "PP Disk 1:PP Data:JMP PP Resources" "pegasus/JMP PP Resources".
5. Unmount the HFS media with humount /dev/fd0
One of the most frequently asked questions is, “Where do I get the games?!?”. If you still have your
old floppy discs or CDs lying around, and have a way to read them, then you can use the game files
from those original discs.
If you haven’t had a floppy disc or even a CD in your possession for a while, there is a ScummVM
wiki page dedicated to helping you find some games to play.
Tip: ScummVM has an affiliate referrer programme with ZOOM-Platform.com, so if you are going
to buy a game, please use this ZOOM-Platform.com link to help the project!
Make sure to check out the compatibility list on the ScummVM website, and the Supported Games
page and Platform Overview page on the ScummVM wiki before you buy a game, to ensure it can
run with ScummVM.
The following steps explain how to add a game to ScummVM, and assume you have access to the
data files for each game. If you’re not sure how to access the game data files, see the Handling game
files page.
1. Run ScummVM to open the Launcher.
2. In the Launcher window, click Add Game. This opens a file browser; either the system file
browser or the ScummVM file browser.
24
ScummVM Documentation
To add multiple games at once, click the expander arrow next to Add Game, and select Mass Add.
3. Use the file browser to locate the folder containing the game data files. For the ScummVM
file browser: Double click on a folder to open it, and use Go up to go back up one level.
Highlight the folder by clicking on it, and then click Choose
Note: The Use Native file browser option in the Misc tab of the global settings controls whether
ScummVM uses the system file browser, or its own file browser.
If you are using Mass Add, select Yes to run the mass game detector. A dialog opens to advise
which games were added to the games list.
Sometimes, ScummVM detects multiple versions of a single game. In this case, highlight the correct
version and click Choose to continue.
Caution: If you are using Mass Add, ScummVM adds all versions of a game.
If you are adding an unknown version of a game, ScummVM is not able to add the game to the
games list. An error message appears to warn you that the game has not been added.
4. The Game Options window opens to allow configuration of various settings for the game.
These can be reconfigured at any time, but for now everything should be OK at the default
settings. Any settings changed here override the global settings. Click Ok.
Note: The Game Options window does not open when Mass Add is used.
5. Games are now ready to play! To play, either double-click on the game in the games list, or
highlight the game by clicking on it, and then click Start. In grid view, either double-click on
a game to start it, or select the game and click the play icon in the pop-up window.
Games can also be launched directly from the command line. For more information, see the Com-
mand line options page.
ScummVM has a strict anti-piracy stance and the team wil not tolerate discussions around pirated
games in any part of the project, including on the Forum or on Discord.
There are cases where the game companies themselves bundled ‘cracked’ executables with their
games. In these cases the data files still contain the copy protection scripts, but the interpreter
bypasses them; similar to what an illegally cracked version might do, only that here the producer
of the game did it. There is no way for ScummVM to tell the difference between legitimate and
pirated data files, so for the games where a cracked version of the original interpreter was sold at
some point, ScummVM has to bypass the copy protection.
In some cases ScummVM still shows the copy protection screen. Enter any answer; chances are
that it will work.
This page explains how to save and load a game from the Global Main Menu, or load a game
directly from the Launcher.
Note: Some games use their own load or save entry points within the game, or use their own
menu instead of the GMM.
When you’re playing a game and you’re ready to save, press Ctrl+F5 (Ctrl+fn+F5 on a Mac) to
access the Global Main Menu. Select Save.
There are two views: list view and grid view. Click the list and grid icons at the bottom left of the
window to toggle between the two.
In tile view, click on the New Save tile. Enter a description for the game, then click OK.
In list view, click on a slot to save the game to that slot. Enter a description for the game, then click
Save.
5.1.1 Autosave
ScummVM automatically saves your game every 5 minutes. The autosave period can be changed in
the Misc settings tab, or in the configuration file.
33
ScummVM Documentation
The save directory can be changed with the savepath setting in the Paths tab. It can also be changed
in the configuration file.
Default saved game paths are shown below.
Windows
%APPDATA%\ScummVM\Saved games
macOS
~/Documents/ScummVM Savegames/
Linux/Unix
ScummVM follows the XDG Base Directory Specification, so by default the saved games can be
found at ~/.local/share/scummvm/saves/, but this location might vary depending on the value of
the XDG_DATA_HOME environment variable.
.local is a hidden directory. To view it use ls -a on the command line.
If ScummVM was installed using Snap, the saves can be found at ~/snap/scummvm/current/.local/
share/scummvm/saves/
If you want to load your saved game without having to start the game first, select the Load button
directly from the Launcher. To load a saved game while you’re playing a game, press Ctrl+F5
(Ctrl+fn+F5 on a Mac) to access the Global Main Menu, then select Load.
There are two views: list view and tile view. Click the list and tile icons at the bottom left of the
window to toggle between the two.
In list view, the pane on the left shows a list of your saved games. Click on a saved game to highlight
it. In the pane on the right you can see timestamps, screenshots and playtime for that saved game.
Once you have highlighted the game you want to play, click Load.
To delete a saved game, highlight the saved game and click Delete.
In grid view, each tile shows a screenshot of the saved state, as well as a description and a save slot
number. Click on the tile to load that saved game.
Keyboard shortcuts
ScummVM supports various in-game keyboard and mouse shortcuts, and since version 2.2.0 these
can be manually configured in the Keymaps tab, or in the configuration file.
For game-specific controls, see the wiki entry for the game you are playing.
Default shortcuts are shown in the table.
Shortcut Description
Ctrl+F5 Displays the Global Main Menu
Cmd+q Quit (macOS)
Ctrl+q Quit (Linux/Unix)
Alt+F4 Quit (Windows)
Ctrl+z Quit (other platforms)
Ctrl+u Mutes all sounds
Ctrl+m Toggles mouse capture
Ctrl+Alt and 9 or 0 Cycles forwards/backwards between graphics filters
Ctrl+Alt and + or - Increases/decreases the scale factor
Ctrl+Alt+a Toggles aspect ratio correction on/off
Ctrl+Alt+f Toggles between nearest neighbor and bilinear interpolation
(graphics filtering on/off)
Ctrl+Alt+s Cycles through stretch modes
Alt+Enter Toggles full screen/windowed mode
Alt+s Takes a screenshot
Ctrl+F7 Opens virtual keyboard (if enabled). This can also be opened with
a long press of the middle mouse button or wheel.
Ctrl+Alt+d Opens the ScummVM debugger
41
Chapter 7
Changing settings
42
ScummVM Documentation
See the configuration file page for more information on how to do this. Configuration keys are listed
in the Settings pages, after the description of each setting, in italics.
Some settings can be specified in the command line (the complete list can be found at command
line). These are valid for the duration of the program and don’t get saved to the configuration file
unless modified. They are also marked by a special color in the launcher tabs mentioned above.
Connecting ScummVM to a cloud storage service provides an easy way of sharing game files and
saved games between multiple devices. ScummVM currently supports Dropbox, OneDrive, Google
Drive and Box, although only one service can be connected at any one time.
The cloud connection wizard offers two ways to connect the cloud service: Quick mode and Manual
mode.
44
ScummVM Documentation
6. Back on the main Cloud tab, check the username for the connected service is correct, then
select Enable storage.
If the Local Webserver is not working, use manual mode to connect the cloud service.
1. Select Manual mode.
2. Click on the link.
3. In the browser window that opens, select the cloud service to connect. Untick the ScummVM
version 2.7.1 or newer tickbox if you’re using an older version.
4. Sign in to the chosen cloud service.
5. When the error screen appears, copy the JSON code found in the text box.
6. Return to ScummVM, select Paste and then Next.
7. On the success screen, select Finish to exit.
8. Back on the main Cloud tab, check the username for the connected service is correct, then
select Enable storage.
Saved games sync automatically on launch, when a game is saved, and when a saved game is
loaded. Select Sync now to manually sync.
To download game files from your cloud ScummVM folder, click Download game files.
Note: The game file download functionality is not available with Google Drive. To use this feature,
choose another provider.
To change to a different cloud account, or to disconnect your cloud account from ScummVM, click
Disconnect.
ScummVM can run a local web server (LAN), to simplify the transfer of game files, saved games
and configuration files between devices on the same network. This is a good option if you do not
want to use the Cloud, or if ScummVM for your platform does not have cloud functionality.
This guide explains how to set up and run a local web server.
From the Launcher, select Options, click the > scroll arrow until the LAN tab is visible, and then
select the LAN tab.
Click Run server to start the server.
To access the server, type the URL shown into the address bar of any web browser:
To download a file, click on the file to open the system download dialog.
To create a new directory, click Create Directory.
To upload files, click Upload Files and select files from the system file browser.
To change which files are accessible on the web server, set the /root/ Path to the directory con-
taining the files you wish to access. You can access anything inside that directory, but you cannot
access its parent directory. On some platforms ScummVM automatically sets the /root/ Path, but
on some other platforms you need to configure this manually before running the web server for the
first time.
To stop the web server, click Stop server to stop the server, or click Ok to close the settings dialog.
58
ScummVM Documentation
59
ScummVM Documentation
60
ScummVM Documentation
61
ScummVM Documentation
62
Chapter 10
Taskbar integration
Currently the taskbar cannot yet use the icons .dat files that can be dowloaded from the Global
Options. This means the icons need to be downloaded manually from our Github repository.
Either place these in the default Icon Path or change the Icon Path to point to the folder containing
the icons.
The icon files must be ICO files for Windows, or PNG files for macOS. They must follow one of
these naming conventions, where xxx is the file extension:
• ID.xxx
• gameid.xxx
• engineid.xxx
• engineid-gameid.xxx
To find the gameid and the engineid, open the configuration file. The game entry will be similar to
this:
[lure]
description=Lure of the Temptress (VGA/DOS/English)
iconspath=/Users/user/games/icons
(continues on next page)
63
ScummVM Documentation
Fig. 1: macOS dock with a custom icon overlay for Beneath a Steel Sky.
To start a recently played game, right click on the ScummVM icon in the taskbar or dock, and select
the game you want to play.
AmigaOS 4
This page contains all the information you need to get ScummVM up and running on AmigaOS 4.
ScummVM is available for download from the ScummVM Downloads page or the OS4 Depot.
Download and extract the .lha file.
Optional: Run the extracted ScummVM_Install script. This installer guides you through the instal-
lation process.
Note: AmiUpdate is already aware of ScummVM and will automatically keep ScummVM up to date
through it’s Autoinstall script.
For games on PC or Mac formatted discs, use the original platform to access the data files, and then
transfer these to Amiga. Alternatively, if you have external hardware such as a Catweasel Mk4(+)
floppy disc controller, you might be able to use this to access the files.
ScummVM for Amiga OS has Cloud and LAN functionality, to help manage the transfer of files. See
Connecting a cloud service and Using the local web server.
See Handling game files for more information about game file requirements.
65
ScummVM Documentation
11.4 Controls
Controls can be manually configured in the Keymaps tab. See the Keyboard shortcuts page for
common default keyboard shortcuts.
11.5 Paths
See below for the default location of saved games and scummvm.ini. They can be changed in the
Settings.
11.4. Controls 66
ScummVM Documentation
Path-to:ScummVM/saves
Path-to:ScummVM/scummvm.ini
11.6 Settings
For more information about Settings, see the Settings section of the documentation. Only platform-
specific differences are listed here.
11.6.1 Audio
The CAMD driver allows the use of MIDI hardware. Select CAMD as the Preferred device.
11.6. Settings 67
ScummVM Documentation
Due to the big-endian nature of Amiga OS, there can sometimes be graphics and sounds issues with
games. Check out the Platform Overview wiki page for a list of compatible engines.
If a game crashes and it’s listed as compatible, please report it as a bug.
Android
This page contains all the information you need to get ScummVM up and running on an Android
device.
There are two ways to install ScummVM on an Android device; install it from the Google Play
Store, or manually download and install the APK package from the ScummVM downloads page.
The latest supported version of ScummVM is on the Google Play Store; search for ScummVM on
the Google Play Store and select Install.
69
ScummVM Documentation
On your device, use a web browser app to navigate to the ScummVM downloads page. The recom-
mended download section on the page suggests the correct .apk package, however if it does not,
scroll down to select the correct package.
Tip: To find the correct package for your device, find out whether the device has a 32 or 64-bit
operating system, and which chipset the device has. Do an internet search using the device model
number to find these details.
Click on the correct package to start the download. After it has downloaded, go to the file and tap
on it to start the install process. Use either a file manager app, or select the file directly from the
web browser downloads. The file manager or the web browser asks for permission to install the
package, and after permission is granted, returns to the install.
Note: The downloaded APK package is treated as an app from an unknown source, because it
doesn’t originate in the Google Play store. To allow unknown apps:
• For Android 7 or lower, go to Settings > Security > Device Administration, scroll down to
Device Administration and enable Unknown Sources.
• For Android 8 or higher, go to Settings > Apps and Notification and select Install Unknown
Apps.
ScummVM has built-in Cloud functionality, which lets you connect your Google Drive, OneDrive,
Box or Dropbox account. For more information, see the Connecting a cloud service page. ScummVM
also has the ability to run a local web server. For more information, see the Using the local web
server page.
There are a few other options to transfer the game files:
• Copy the files directly onto the microSD card, if the device has one.
• USB transfer from a computer. To complete file transfer by USB cable, tap the Charging this
device via USB notification when the device is connected. Select Use USB for and then File
Transfer. An Android File Transfer window opens.
• Download games such as freeware games or those from digital distributors directly to your
device.
See Handling game files for more information about game file requirements.
3. Double-tap <Add a new folder>. In your device’s file browser, navigate to the folder con-
taining all your game folders. For example, SD Card > ScummVMgames
Fig. 3: Android file browser selectable folder with Use this folder button
Fig. 4: Android file browser request to grant ScummVM directory access permission
6. In the ScummVM file browser, double-tap to browse through your added folder. Add a game
by selecting the sub-folder containing the game files, then tap Choose.
To add more games, repeat Steps 1 and 6.
Note: Starting with version 2.7.0 of ScummVM for Android, significant changes were
made to the file access system to allow support for modern versions of the Android
Operating System.
If existing added games or custom paths no longer work, go to Game Options > Paths,
select the path to update, then follow steps 2 through 6 above.
To remove any folder permissions granted to ScummVM, go to the Global Options > Backend tab.
If any permissions are removed in error, see this note for instructions to reinstate them.
12.5 Controls
Controls can also be manually configured in the Keymaps tab. See the Keyboard shortcuts page for
common keyboard shortcuts.
12.5. Controls 74
ScummVM Documentation
The touch control scheme can be configured in the global settings. From the Launcher, go to
Options > Backend > Choose the preferred touch mode. It’s possible to configure the touch
mode for three situations (ScummVM menus, 2D games and 3D games) and choose one of the
three possible modes:
• Direct mouse, the touch controls are direct. The pointer jumps to where the finger touches
the screen (default for menus).
• Touchpad emulation, the touch controls are indirect. The finger can be far away from the
pointer and still move it, like on a laptop touchpad.
• Gamepad emulation, the touch controls don’t move any mouse. The fingers must be placed
on lower left and right of the screen and respectively emulate a directional pad and action
buttons.
• The pointer speed setting in the Controls tab affects how far the pointer moves in response to
12.5. Controls 75
ScummVM Documentation
a finger movement.
The touch mode can be switched at anytime by tapping on the controller icon, next to the menu
icon at the top right of the screen.
To display or hide the small controller icon, from the Launcher select Options and then the Back-
end tab. Tick the Show on-screen control box to enable the controller icon.
To perform a two finger tap, hold one finger down and then tap with a second finger.
To perform a three finger tap, start with holding down one finger and progressively touch down
the other two fingers, one at a time, while still holding down the previous fingers. Imagine you are
impatiently tapping your fingers on a surface, but then slow down that movement so it is rhythmic,
but not too slow.
To perform a two finger slide, place two fingers on the touch screen (typically the index and middle
finger) and slide them upwards or downwards.
ScummVM for Android uses the Immersive Sticky fullscreen mode, which means that the Android
system bar is hidden until the user swipes from an edge with a system bar. Swipe from the edge
to reveal the system bars. They remain semi-transparent and disappear after a few seconds unless
you interact with them. Your swipe also registers in the game, so if you need to swipe from an edge
with system bars, your game play is not interrupted.
To open the Global Main Menu, tap on the small menu icon at the top right of the screen.
To display or hide the small menu icon, from the Launcher select Options and then the Backend
tab. Tick the Show on-screen control box to enable the menu icon.
12.5. Controls 76
ScummVM Documentation
Virtual keyboard
To open the virtual keyboard, long press on the small controller icon at the top right of the screen,
or tap on any editable text field. To hide the virtual keyboard, tap the small controller icon (which
became a keyboard one) again, or tap outside the text field.
12.6 Paths
By default, the saved games are saved in the internal app folder. To change the path, go to the
Paths tab in either the global or game-specific settings.
The configuration file is in the internal app folder, and this path cannot be changed.
To access the internal app folder, use ScummVM’s built-in LAN functionality:
1. From the Launcher, select Options and then the LAN tab.
2. Select /root/Path.
3. Use the file browser to Go up to the root of the ScummVM file browser.
4. Select the ScummVM data (Internal) folder, and tap Choose.
5. Run the server to access the scummvm.ini configuration file.
For more information, see the Using the local web server page.
• If ScummVM is uninstalled or downgraded, its internal and external app spaces are fully
deleted. If you want to keep saved games use ScummVM’s cloud or LAN functionality to keep
those files. Alternatively, change the saved game path to a shared location such as an SD card.
12.6. Paths 77
Chapter 13
Atari/FreeMiNT
This page contains all the information you need to get ScummVM up and running on an Atari
system.
Binary packages are provided for the m68000 CPU, the m68020 to m68060 range of CPUs, and the
Coldfire (FireBee) CPU. All are available for download from the ScummVM Downloads page. To
install ScummVM, extract the selected ScummVM archive into a folder on the hard disk.
Run scummvm.gtp to start Scummvm. The scummvm.gtp command will take command line options to
set parameters for the ScummVM session.
To run ScummVM from a FreeMiNT Command Line Interface, make the program executable with
the following command:
chmod +x scummvm.gtp
For the best performance, run ScummVM under FreeMiNT, from the command line, and without
the AES started.
78
ScummVM Documentation
Transfer files to the Atari as you normally would, such as through a network connection or by
optical disc.
See Handling game files for more information about game file requirements.
13.4 Controls
Controls can be manually configured in the Keymaps tab. See the Keyboard shortcuts page for
common keyboard shortcuts.
13.5 Paths
13.5.1 FreeMiNT
Saved games and the configuration file are found in the user’s defined home directory.
13.5.2 MagiC/TOS
Saved games and the configuration file are found in the ScummVM installation directory.
13.6 Settings
For more information, see the Settings section of the documentation. Only platform-specific differ-
ences are listed here.
13.6.1 Graphics
For video rendering, define the variable SDL_VIDEODRIVER=XBIOS in your environmental variables.
Either XBIOS or GEM might be set by default. This is not a ScummVM setting, but rather a system-
wide setting.
Tip: XBIOS works better than GEM, because GEM rendering is generally slower.
13.6.2 Audio
iOS
This page contains all the information you need to get ScummVM up and running on an iOS device.
ScummVM is an open source software, which means you can get, modify, and compile the source
code yourself. If you want to do so, see the Build instructions for iOS page.
ScummVM comes bundled with a few games and demos, but it supports many more games. See
Adding and playing a game for more information.
There are multiple ways to transfer game files to your iOS device.
ScummVM has built-in cloud functionality, which lets you connect your Google Drive, OneDrive,
Box or Dropbox account. For more information, see the Connecting a cloud service page. ScummVM
also has the ability to run a local web server. For more information, see the Using the local web
server page.
Note: ScummVM’s cloud functionality does not currently support iCloud, however you can upload
game folders to your iCloud and then use the Files app on your iOS device to copy these folders
into the local ScummVM folder.
Another way to transfer files (for macOS Catalina and newer) to your device is by using the Finder
while your device is connected to your Mac. In the Finder app on your Mac, navigate to Locations
in the left pane, and click on the connected device. Click on Files, then drag the folder containing
the game files into the ScummVM folder. For older versions of macOS, and for Windows users, file
transfer can be done in iTunes.
See Handling game files for more information about game file requirements.
81
ScummVM Documentation
14.2 Controls
The touch control scheme can be switched in the global settings. From the Launcher, go to Options
> Control > Touchpad mouse mode. It’s possible to configure the touch mode for three situations
(ScummVM menus, 2D games and 3D games) and choose one of the two possible modes:
• Direct mouse, the touch controls are direct. The pointer jumps to where the finger touches
the screen (default for menus).
• Touchpad emulation, the touch controls are indirect. The finger can be far away from the
pointer and still move it, like on a laptop touchpad.
• The pointer speed setting in the Controls tab affects how far the pointer moves in response to
a finger movement.
The touch mode can be switched at anytime by tapping on the controller icon, next to the menu
icon at the top right of the screen.
To display or hide the small controller icon, from the Launcher select Options and then the Back-
end tab. Tick the Show on-screen control box to enable the controller icon.
For a two finger tap, hold one finger down and then tap with a second finger.
For a two finger double tap, hold one finger down and then double tap with a second finger.
Keyboard
If no external keyboard is connected, the pinch gesture shows and hides the onscreen keyboard.
When an external keyboard is connected the inputs from the external keyboard is enaled by default.
Game controllers
If running iOS 14 and later there is support for connected mouses and gamepad controllers using
the Apple Game Controller framework. Only “Extended Gamepad Controllers” are supported at the
moment. For more information visit https://developer.apple.com/documentation/gamecontroller/
gcextendedgamepad
14.2. Controls 82
ScummVM Documentation
14.3 Paths
• If ScummVM is uninstalled or downgraded, its internal and external app spaces are fully
deleted. If you want to keep saved games use ScummVM’s cloud or LAN functionality to keep
those files. Alternatively, change the saved game path to a shared location such as an SD card.
• If closing the ScummVM application (background mode) and then killing the application (by
swiping the application upwards) there is a risk that the ScummVM configuration file becomes
corrupted. Make sure not to kill the application to soon after ptting it to background.
• In rare cases the ScummVM folder is not created in the “Files” application after installing
ScummVM. Make sure the ScummVM folder shows up after installation. If not, uninstall the
ScummVM, restart the iOS device and reinstall ScummVM.
• In rare cases the system mouse pointer on iPadOS is not hidden so both the ScummVM arrow
mouse pointer and the iPadOS system pointer are seen in parallell. It’s usually fixed when
restartarting the iPad.
14.3. Paths 83
Chapter 15
This page contains all the information you need to build and install ScummVM on your iOS de-
vice. While a basic knowledge of the command line would be useful, the following instructions, if
followed carefully, can be completed by anyone.
• A Mac computer with Xcode installed. Xcode is a free App, available from the Mac App Store.
• An Apple Developer account. You can sign up for a free account on the Apple Developer
Member Center with your Apple ID.
• The ScummVM iOS Libraries downloaded, and the zip file extracted.
Note: If you have a free Apple developer account, each build will only be valid for 7 days, which
means you will need to repeat these steps and rebuild ScummVM every week.
The first step is to download the repository containing the code required to build the app. The next
steps require use of the command line. Go to Applications > Utilities > Terminal and copy and
paste the following, then press return. This downloads (clones) the source code into your Home
directory, into a folder called scummvm:
Tip: To view the Home directory in the Finder, select Go > Home in the menu bar, or press
command+shift+H.
84
ScummVM Documentation
If you haven’t done so before now, open Xcode from the Applications folder, and accept the End
User License Agreement. Starting Xcode for the first time also installs the command line tools
required.
Create a new directory called build at the same level as the repository you just cloned, using either
the Finder, or the command line as follows:
mkdir build
Move the contents of the scummvm-ios7-libs-v3 folder you extracted earlier into the build direc-
tory, using either the Finder, or the command line as follows:
mv ~/Downloads/frameworks ~/build/
If your downloaded iOS library folder is not in the Downloads folder as it is in the preceding
example, change the path to where the folder actually is.
Now let’s change the present working directory and then set up the tools required to create the
Xcode project:
cd scummvm/devtools/create_project/xcode
xcodebuild
cd ~/build
It’s time to generate the Xcode project. Run the following on the command line:
../scummvm/devtools/create_project/xcode/build/Release/create_project ../scummvm --
˓→xcode --use-xcframework --enable-faad --enable-fluidsynth --enable-gif --enable-
Home
|--scummvm
'--build
|-- frameworks
|-- engines
'-- scummvm.xcodeproj
Open the scummvm.xcodeproj file from the Finder, or from the command line:
open scummvm.xcodeproj
When Xcode is open, connect a device to install ScummVM onto. At the top of the window, select
ScummVM-iOS and then select the device you just connected. You will need to “Trust” the device
for it to show up on the list of connected devices.
You may need to disable bitcode generation in the build settings. This should already be disabled
by default when you make a build specifically for your device, but it is enabled by default when
you build for a ‘’Generic iOS Device”.
Unless you want to debug issues with ScummVM on iOS, you probably want to compile ScummVM
in release mode to get better performances when playing games.
The last step before building ScummVM is to change the bundle identifier and manage signing.
Click on the scummvm project in the left pane, and then click on ScummVM - iOS under TARGETS.
On the menu bar above, click on General. Under Identity there is a field labeled Bundle Identifier.
Enter a unique identifier in reverse-DNS format. This can be as simple as com.yournamehere.
Next to General, click on Signing & Capabilities. Under Signing, tick the Automatically manage
signing box, and select your developer account from the Team dropdown menu.
If you have not added your developer account to Xcode, do this now. Click Add an Account in the
dropdown menu.
In the upper left-hand corner, press the play button to build ScummVM.
Note: Starting with iOS 16, you may get an error message here if you haven’t enabled Developer
Mode on your iOS device. This can be done with the Settings > Privacy & Security > Developer
Mode switch, which will restart your device and reduce its security level.
If you can’t see this option, unplug and plug your device again, and make sure that it’s visible to
Xcode.
Note: If ScummVM does not launch and you get an error message advising that the app failed
to launch due to an invalid code signature, inadequate entitlements or because its profile has not
been explicitly trusted by the user, you need to trust the apps that you have built. On your iOS
device, go to:
• Settings > General > Device Management > Developer App > Trust “Apple Develop-
ment:yourAppleIDhere” > Trust
• or Settings > General > VPN & Device Management (iOS 15+)
MorphOS
This page contains all the information you need to get ScummVM up and running on MorphOS.
ScummVM is available for download from the ScummVM Downloads page or the MorphOS Storage.
Download and extract the .lha file.
For games on PC or Mac formatted discs, use the original platform to access the data files, and then
transfer these to Amiga. Alternatively, if you have external hardware such as a Catweazel floppy
disc controller, you might be able to use this to access the files.
ScummVM for MorphOS has Cloud and LAN functionality, to help manage the transfer of files. See
Connecting a cloud service and Using the local web server.
See Handling game files for more information about game file requirements.
88
ScummVM Documentation
16.4 Controls
Controls can be manually configured in the Keymaps tab. See the Keyboard shortcuts page for
common default keyboard shortcuts.
16.5 Paths
PROGDIR:saves
PROGDIR:scummvm.ini
16.6 Settings
For more information about Settings, see the Settings section of the documentation. Only platform-
specific differences are listed here.
16.6.1 Audio
Supported devices: - MT-32 emulator - FluidSynth (General MIDI emulator) - AdLib emulator -
CAMD: The CAMD driver allows the use of MIDI hardware. Select CAMD as the Preferred device.
Supported audio file formats: - MP3 - OGG - FLAC - Uncompressed audio
Due to the big-endian nature of Amiga OS, there can sometimes be graphics and sounds issues with
games. Check out the Platform Overview wiki page for a list of compatible engines.
If a game crashes and it’s listed as compatible, report it as a bug.
16.4. Controls 89
Chapter 17
Nintendo 3DS
This page contains all the information you need to get ScummVM up and running on a Nintendo
3DS.
• A Nintendo 3DS with a Homebrew Launcher or custom firmware. How to enable homebrew
is outside the scope of this documentation.
Download the Nintendo 3DS package from the ScummVM Downloads page. Extract the archive.
There are two ways to install ScummVM: using the 3DSX format, or the CIA format.
Copy the extracted files to your SD card into the /3ds/scummvm directory.
Launch ScummVM using the Homebrew Launcher.
90
ScummVM Documentation
Transfer game folders onto the SD card. The exact location is not important.
ScummVM for the Nintendo 3DS also has cloud functionality. See Connecting a cloud service.
See Handling game files for more information about game file requirements.
17.4 Controls
Controls can also be manually configured in the Keymaps tab. See the Keyboard shortcuts page for
common keyboard shortcuts.
When using the touchscreen, hover mode simulates the movement of the mouse. You can click with
taps, however you can’t drag or hold down a mouse button unless you use the buttons mapped to
the right/left mouse buttons.
Simulates the click and release of the mouse buttons every time you touch and release the touch-
screen. At the moment, this is only a left mouse button click.
Due to the low resolutions of the 3DS screens (400x240 for the top, and 320x240 for the bottom),
games that run at a higher resolution will inevitably lose some visual detail from being scaled down.
This can result in situations where essential information, such as text, is indiscernable.
Magnify mode increases the scale factor of the top screen back to 1, but the bottom screen remains
unchanged. The touchscreen can then be used to change which part of the game display is being
magnified. This can be done even in situations where the cursor is disabled, such as during full-
motion video segments.
When activating magnify mode, touchscreen controls are automatically switched to Hover mode
mode to reduce the risk of the user accidentally inputting a click when changing the magnified
area with the stylus. Clicking can still be done as in normal hover mode. Turning off magnify mode
will revert controls back to what was used previously. It will also restore the top screen’s previous
scale factor.
Magnify mode can only be used when the following conditions are met:
• In the 3DS config menu, the Use Screen option is set to Both.
• The horizontal and/or vertical in-game resolution is greater than that of the top screen.
• You’re playing a game.
Magnify mode cannot be used in the Launcher menu.
17.5 Paths
sdmc:/3ds/scummvm/saves/
sdmc:/3ds/scummvm/scummvm.ini
17.6 Settings
For more information about Settings, see the Settings section of the documentation. Only platform-
specific differences are listed here.
17.5. Paths 92
ScummVM Documentation
17.6.2 Audio
17.6. Settings 93
ScummVM Documentation
Some games are not playable due to the slow CPU speed on the 3DS. If there are any games that
run really slowly, this is considered a hardware limitation, not a bug.
Nintendo DS
This page contains all the information you need to get ScummVM up and running on a Nintendo
DS.
• A homebrew-enabled Nintendo DSi or DSi XL. Note that the original DS and DS Lite are not
currently supported. How to enable homebrew is outside the scope of this documentation.
Download the Nintendo DS package from the ScummVM Downloads page. Extract the archive and
copy the extracted scummvm.nds file onto the SD card. The exact location is not important.
Transfer game folders onto the SD card. The exact location is not important.
See Handling game files for more information about game file requirements.
18.4 Controls
Controls can also be manually configured in the Keymaps tab. See the Keyboard shortcuts page for
common keyboard shortcuts.
95
ScummVM Documentation
18.5 Paths
Saved games and the configuration file are found in the ScummVM installation directory.
18.6 Settings
For more information about Settings, see the Settings section of the documentation. Only platform-
specific differences are listed here.
18.6.1 Audio
• Games requiring a resolution of 512x512 or higher are not supported on the DS due to hard-
ware limitations.
• Some games are not playable due to the slow CPU speed and limited RAM on the DS. If there
are any games that run really slowly, this is considered a hardware limitation, not a bug.
18.5. Paths 96
Chapter 19
Nintendo Switch
This page contains all the information you need to get ScummVM up and running on a Nintendo
Switch.
• A homebrew-enabled Nintendo Switch console. How to enable homebrew is outside the scope
of this documentation.
The Nintendo Switch package is available for download on the ScummVM Downloads page.
Download the zip file to a computer, and extract the files.
Copy the extracted scummvm folder to your Nintendo Switch microSD card, into the /switch/ folder.
Copy the folders containing game files into the /switch/scummvm/ folder on the microSD card.
ScummVM on the Nintendo switch supports cloud functionality.
See Handling game files for more information about game file requirements.
97
ScummVM Documentation
19.4 Controls
These controls can also be manually configured in the Keymaps tab. See the Keyboard shortcuts
page for common keyboard shortcuts.
Button Action
Left stick Mouse
Left stick + R button Slow Mouse
Left mouse button
Right mouse button
Directional buttons Keypad ‘Cursor’ Keys
Directional buttons + R button Diagonal Keypad ‘Cursor’ Keys
L button Game menu (F5)
R button Shift
Period
+ R button Space
Escape
+ R button Return
Global main menu (GMM)
Touch Action
Short single finger Move pointer to finger position and left mouse button click
tap
Short second finger Move pointer to first finger position and right mouse button click
tap while holding
one finger
Single finger drag Move pointer directly with finger
Two finger drag Move pointer while left mouse button is held down (drag and drop). The
pointer directly follows the first finger. The drag is ended when the last
finger is removed.
Three finger drag Move pointer while right mouse button is held down (drag and drop).
The pointer directly follows the first finger. The drag is ended when the
last finger is removed.
19.4. Controls 98
ScummVM Documentation
Touch Action
Short single finger Left mouse button click
tap
Short second finger Right mouse button click
tap while holding
one finger
Single finger drag Move pointer indirectly with finger, pointer speed can be adjusted in con-
trol settings
Two finger drag Move pointer while left mouse button is held down (drag-and-drop). The
pointer motion is affected by the first finger. The drag is ended when the
last finger is removed.
Three finger drag Move pointer while right mouse button is held down (drag-and-drop).
The pointer motion is affected by the first finger. The drag is ended when
the last finger is removed.
Physical USB mice and keyboards work on the Switch and are supported by ScummVM. All key-
boards work but not all mice work. A mouse compatibility list is available on this Google Sheet.
For multi-touch gestures, the fingers have to be far enough apart from each other that the Switch
does not recognize them as a single finger, otherwise the pointer jumps around.
The touch control scheme can be switched in the global settings. From the Launcher, go to Options
> Control > Touchpad mouse mode.
• When touchpad mouse mode is off (default), the touch controls are direct. The pointer always
jumps to where the finger touches the screen.
• When touchpad mouse mode is on, the touch controls are indirect. The finger can be far away
from the pointer and still move it, like on a laptop touchpad.
• The pointer speed setting in the Controls tab affects how far the pointer moves in response to
a finger movement.
19.4. Controls 99
ScummVM Documentation
Hold down two fingers to initiate a drag-and-drop feature. The two finger drag simulates the left
mouse button being held down.
• The first finger affects mouse motion during the drag, the second finger can be removed
without affecting the drag.
• When the last finger is removed, the left mouse button is released and the drag is over.
• The second finger can be anywhere, it doesn’t have to be close to the first finger, and it doesn’t
have to be put down simultaneously with the first finger.
Hold down the three fingers to initiate a drag-and-drop feature. The three finger drag simulates
the right mouse button being held down.
19.5 Paths
/switch/scummvm/saves
/switch/scummvm/scummvm.ini
19.6 Settings
For more information, see the Settings section of the documentation. Only platform-specific differ-
ences are listed here.
19.6.1 Audio
Supported devices:
• MT-32 emulator
• FluidSynth (General MIDI emulator)
• AdLib emulator
Supported audio file formats:
• MP3
• OGG
• FLAC
• Uncompressed audio
19.6.2 Controls
PlayStation 3
This page contains all the information you need to get ScummVM up and running on a PlayStation
3.
• A Homebrew enabled Playstation 3 console. How to enable homebrew is outside the scope of
this documentation.
• A USB drive
• A computer
Download the Playstation 3 package from the ScummVM Downloads page. Copy the .pkg file to a
USB drive.
Plug the USB drive into the PS3. Go to the XMB, then go to Games > Install Package to install
the ScummVM package.
To launch ScummVM, go to the XMB, then go to Games > PlayStation 3 > ScummVM.
Games can be launched from either a USB drive, or from the internal hard drive. The hard drive
has better performance.
To copy game files to the hard drive, use the USB drive, or use ScummVM’s cloud functionality, or
use LAN functionality Using the local web server.
See Handling game files for more information about game file requirements.
102
ScummVM Documentation
20.4 Controls
Controls can also be manually configured in the Keymaps tab. See the Keyboard shortcuts page for
common keyboard shortcuts.
Touchscreen:
Buttons/Control Action
Left stick Moves pointer
Left mouse button
Game menu
Esc
20.5 Paths
/hdd0/game/SCUM12000/USRDIR/saves/
/hdd0/game/SCUM12000/USRDIR/scummvm.ini
20.6 Settings
For more information, see the Settings section of the documentation. Only platform-specific differ-
ences are listed here.
20.6.1 Audio
PlayStation Portable
This page contains all the information you need to get ScummVM up and running on a PSP.
• A homebrew-enabled PSP. How to enable homebrew is outside the scope of this documenta-
tion.
• A computer to download an extract the install files.
105
ScummVM Documentation
Transfer game files onto the PSP as described in the installation section above. They can be copied
to any folder; location doesn’t matter.
See Handling game files for more information about game file requirements.
21.4 Controls
These controls can also be manually configured in the Keymaps tab. See the Keyboard shortcuts
page for common keyboard shortcuts.
Button Action
R button Modifier key
L button ESC
Analog stick Mouse movement
Analog stick + R button Fine mouse movement
Directional buttons Arrow keys
Directional buttons + R button Diagonal arrow keys
Enter
Period
+ R button Spacebar
SELECT Shows/Hides the virtual Keyboard. Hold down
with Directional buttons to move the keyboard.
SELECT + R button Shows Image Viewer
START Global Main Menu
START + R button F5
21.5 Settings
For more information, see the Settings section of the documentation. Only platform-specific differ-
ences are listed here.
21.5.1 Audio
Tip: Games run faster if audio files are in the .mp3 file format.
21.6 Paths
ms0:/scummvm_savegames/
ms0:/scummvm.ini
• Plugin files are not interchangeable between ScummVM versions. You must copy all the
plugin files found in the /PSP/GAME/scummvm/plugin/ folder for every new version you install.
If ScummVM crashes on startup, delete the existing plugin files in the plugin directory and
copy the new ones again.
• If the virtual keyboard does not show up on the screen, ensure the kbd.zip file is in the
scummvm folder.
PlayStation Vita
This page contains all the information you need to get ScummVM up and running on a PS Vita.
The PS Vita package is available for download on the ScummVM Downloads page.
Copy the .vpk to the PS Vita and install it using VitaShell.
109
ScummVM Documentation
22.4 Controls
These controls can also be manually configured in the Keymaps tab. See the Keyboard shortcuts
page for common keyboard shortcuts.
R button + Spacebar
Escape
R button + Return
START Global main menu (GMM)
SELECT Toggle virtual keyboard
SELECT + R button AGI predictive input dialog
Real bluetooth mice and keyboards work on the Vita and are supported by ScummVM. Go to Set-
tings > Devices on the Vita home screen to pair your devices.
Note: Not all bluetooth keyboards or mice pair successfully with the Vita. The ScummVM team
tested the Jelly Bean BT keyboard and mouse combo (ASIN:B06Y56BBYP) and with the standalone
Jelly Comb Bluetooth Wireless Mouse (ASIN:B075HBDWCF).
For multi-touch gestures, the fingers have to be far enough apart from each other that the Vita will
not recognize them as a single finger, otherwise the pointer will jump around.
The touch control scheme can be switched in the global settings. Go to Options > Control:
• When Touchpad mouse mode is off:
– The touch controls are direct, which means the pointer always jumps to the finger posi-
tion.
– The rear touch pad is disabled.
• When Touchpad mouse mode is on:
– The touch controls are indirect. The finger can be far away from the pointer and still
move it, like on a laptop touchpad.
– The pointer speed setting in the Control tab affects how far the pointer moves in response
to a finger movement.
– The rear touch pad is enabled.
The front touchscreen uses the direct mode by default, but this can be changed by editing the
configuration file with the following keyword:
frontpanel_touchpad_mode
When set to true, the touch controls on the front touchscreen are indirect.
For a two finger tap, hold one finger down and then tap with a second finger.
Hold down two fingers to initiate a drag-and-drop feature. The two finger drag simulates the left
mouse button being held down.
• The first finger affects mouse motion during the drag, the second finger can be removed
without affecting the drag.
• When the last finger is removed, the left mouse button is released and the drag is over.
• The second finger can be anywhere, it doesn’t have to be close to the first finger, and it doesn’t
have to be put down simultaneously with the first finger.
Hold down the three fingers to initiate a drag-and-drop feature. The three finger drag simulates
the right mouse button being held down.
22.5 Paths
ux0:/data/scummvm/saves
ux0:/data/scummvm/scummvm.ini
22.6 Settings
For more information, see the Settings section of the documentation. Only platform-specific differ-
ences are listed here.
22.6.1 Audio
22.6.2 Controls
RISC OS
This page contains all the information you need to get ScummVM up and running on the RISC OS
operating system.
114
ScummVM Documentation
Copy data files directly from the original discs on machines that have CD and/or floppy drives, or
use a USB drive to transfer the files from another system.
See Handling game files for more information about game file requirements.
23.4 Controls
Controls can be manually configured in the Keymaps tab. See the Keyboard shortcuts page for
common default keyboard shortcuts.
23.5 Paths
<Choices$Write>.ScummVM.Saves
The save path needs to be in a path that supports long file names, so it may be necessary to change
the default location to one that does.
<Choices$Write>.ScummVM.scummvmrc
The <Choices$Write> environment variable is usually $.!Boot.Choices.
23.6 Settings
For more information about settings, see the Settings section of the documentation. Only platform-
specific differences are listed here.
There is one additional configuration option, enable_reporter. When set to true in Configuration
file, log messages are sent to the !Reporter application. This is useful mostly for developers.
Sega Dreamcast
This page contains all the information you need to get ScummVM up and running on a Sega Dream-
cast.
116
ScummVM Documentation
24.2.1 Creating a disc from the Dreamcast Nero Image and Demos package
Use Nero Burning ROM to burn the .nrg file contained in the package to a CD-R disc.
Create a directory on your computer. In this example, the directory is called ScummVMDC.
Copy the downloaded SCUMMVM.BIN and IP.BIN files into the ScummVMDC directory. These are the
main boot and engine files required for ScummVM to run.
The .PLG files in the plain files package are the plugins that are required to run the games. For the
best performance, only include the plugins for games you want to play. For example, if you want
to play LucasArts games, include SCUMM.PLG.
In the plain files package there are also .DAT files. These files might be listed as required Datafiles
on the Datafiles wiki page.
Copy the required .PLG and .DAT files into the root of the ScummVMDC directory.
Next, make a new directory for each game. In this example, all the required Day of the Tentacle
data files have been copied into a subdirectory named DOTT.
Our file structure now looks like this:
ScummVMDC
|--DOTT
| |-- MONSTER.SOU
| |-- TENTACLE.000
| `-- TENTACLE.001
|--IP.BIN
|-- SCUMM.PLG
`-- SCUMMVM.BIN
The next step is to create a bootable disc image from the ScummVMDC folder.
Use Bootdreams to create either a Discjuggler, Nero or Alcohol120% disc image.
1. Choose the preferred disc image type by clicking on the corresponding icon at the top of the
window.
2. Choose the ScummVMDC folder as the Selfboot folder
3. Enter a title for the disc image in the CD label field.
4. Leave the Disc format as Audio/Data
5. Click Process to create the disc image.
To burn the resulting image to disc, use any software capable of using those image formats, such
as Nero Burning ROM for NRG, Alcohol120% for MDS, and Padus DiscJuggler or ImgBurn for CDI
disc images.
Tip: The image created from the plain files package can also be used with Optical Disc Emulators
and similar external hardware.
Caution: Use the lowest possible burning speed for best results; the Dreamcast is an older
system and as such can have problems reading discs burned at high speeds. If available, the
4x speed is ideal. Ensure that you use good quality discs from a reputable manufacturer. If
possible, use archival grade discs.
Game files can be included on the same CD as the ScummVM binary file, or on a separate disc.
The Dreamcast port does not use the normal ScummVM Launcher. It uses its own custom graphical
user interface, which automatically scans the disc for games, and adds the games to a games list
through ScummVM’s built-in autodetection.
ScummVM for the Dreamcast supports disc swapping from the GUI. It rescans after a new disc is
inserted and repopulates the games list.
See Handling game files for more information about game file requirements.
24.4 Controls
The mouse cursor is controlled with the standard Dreamcast controller. The Dreamcast mouse and
keyboard peripherals are also supported.
24.5 Paths
The Visual Memory Unit (VMU) is used to save and load games.
Autosave is enabled on the Dreamcast, so each game will use some memory blocks (between 2 and
13) for the autosave in save slot 0.
When a game is saved, the VMU beeps, and a prompt is displayed on the screen to let you know
that the game has been saved.
Games are saved and loaded through the built-in game menus.
24.6 Settings
• The Dreamcast has no external storage medium, and only has 16MB of RAM. As such, the
Dreamcast port of ScummVM currently does not support SCUMM v7/v8 games (The Dig, Full
Throttle and The Curse of Monkey Island), and any other “big” game may not run at all.
• There is currently no way to manually add games to the games list. The autodetect feature
usually works well, but sometimes games will show up on the list twice, incorrect games will
show up with the correct game, and, quite rarely, the game will not show up on the list at all.
• Some games, for example SPY Fox 1: Dry Cereal, use filenames which are incompatible with
the ISO 9660 filesystem standard. The Dreamcast port does not support filename extensions
like RockRidge or Joliet, so the CD mastering software needs to be instructed not to change
the filenames to comply to ISO 9660, or the engine will not be able to open the files.
Apple TV OS
Note: This page is under development. Only basic information is given to enable ScummVM on
Apple TV.
This page contains all the information you need to get ScummVM up and running on an Apple TV.
There are two ways to install ScummVM on an Apple TV depending on if building the project or
downloading a bundle.
Since the port for Apple TV shares the same code base as the iOS port the instructions for building
the project is the same as for iOS. Follow the Build instructions for iOS with the difference that the
ScummVM-tvOS target should be chosen in Xcode.
121
ScummVM Documentation
Note: Note that Apple TV applications doesn’t have a Documents folder in which games can
be stored. All games are stored in the cache folder which can be deleted when the system re-
quires the needed space. This could happen if having limited available space and streaming high
definition content or installing other applications. Please see https://developer.apple.com/library/
archive/documentation/General/Conceptual/AppleTV_PG/OnDemandResources.html for more in-
formation.
Make sure to make backups of savegames.
ScummVM has built-in cloud functionality, which lets you connect your Google Drive, OneDrive,
Box or Dropbox account. For more information, see the Connecting a cloud service page. ScummVM
also has the ability to run a local web server. For more information, see the Using the local web
server page.
Note: ScummVM’s cloud functionality does not currently support iCloud, however you can upload
game folders to your iCloud and then use the Files app on your iOS device to copy these folders
into the local ScummVM folder.
See Handling game files for more information about game file requirements.
25.3 Controls
The Apple TV supports several controllers however no mouse support. External keyboards can be
used to help entering text input. Usually the Apple TV remote controller will be used.
If running tvOS 14 and later there is support for connected gamepad controllers us-
ing the Apple Game Controller framework. “Micro Gamepad Controllers “”Extended
Gamepad Controllers” are supported at the moment. For more information visit https:
//developer.apple.com/documentation/gamecontroller/gcmicrogamepad https://developer.apple.
com/documentation/gamecontroller/gcextendedgamepad
Button Action
Swipe on Touch area Controls pointer
Press Touch area Left mouse click
Play/Pause Right mouse click
Back/Menu in game Global Main menu
Back/Menu in launcher Apple TV Home
Hold Play/Pause Show keyboard with extra keys
Touch (not press) on top of Touch Up arrow key
area
Touch (not press) on left of Touch Left arrow key
area
Touch (not press) on right of Touch Right arrow key
area
Touch (not press) on bottom of Down arrow key
Touch area
Button Action
Left analog joystick Controls pointer
D-Pad Up/Left/Right/Down arrow buttons
A Left mouse click
B Right mouse click
Hold X Show keyboard with extra keys
Menu in game Global Main menu
Menu in launcher Apple TV Home
L1 show game original menu
25.4 Paths
Savegames/ in the cache root folder. Access this folder through Using the local web server.
Preferences in the cache folder. Access this folder through Using the local web server.
Accessibility
Use Text to Speech Enables text to speech. As the pointer is held over any text field in the
Launcher it is converted to speech. Use the dropdown list to choose from a variety of voices.
tts_enabled
125
ScummVM Documentation
126
Chapter 27
Audio
Preferred device (global settings) or Music device (game-specific settings) Specifies the de-
vice ScummVM uses to output audio. When set to <default>, ScummVM automatically
chooses the most appropriate option for the played game. If set to an MT-32 or a MIDI de-
vice, or if ScummVM chooses one of these automatically, the settings on the MT-32 or MIDI
tabs also apply.
music_driver
AdLib Emulator Chooses which emulator is used by ScummVM when the AdLib emulator is chosen
as the Preferred device.
opl_driver
127
ScummVM Documentation
Text and Speech For games with digitized speech, this setting lets the user decide whether to play
the game with speech only, subtitles only, or both.
speech_mute
subtitles
Subtitle speed Adjusts the length of time that the subtitles are displayed on screen. The meaning
of this value depends on the games. Some games treat it as a delay (a higher value means
the subtitles are displayed for longer) while others treat it as a speed. Games that treat it as
a delay include all LucasArts games, with the exception of Grim Fandango and Escape from
Monkey Island, all Sierra games, and the Discworld games. Most other games treat it as a
speed.
talkspeed
Use the Volume tab to set the relative volumes for various in-game sounds.
Use the MIDI tab to change the settings of General MIDI (GM) devices.
GM Device Specifies a preferred General MIDI device, which ScummVM uses if the Preferred
device is set to <default> and General MIDI playback is required.
gm_device
Soundfont Specifies the path to a soundfont file, if this is required by the GM device.
soundfont
Mixed AdLib/MIDI mode Combines MIDI music with AdLib sound effects.
multi_midi
MIDI gain Adjusts the relative volume of the MIDI music. This is only supported by some music
devices.
midi_gain
27.3.1 FluidSynth
Opens a new dialog, with three further tabs: Reverb | Chorus | Misc
Reverb
Reverberation, or reverb, describes the pattern of echoes and reflections that occur when a sound
is heard in an enclosed closed space, such as a room or a concert hall.
Active If ticked, reverb is added to the software synthesizer output.
fluidsynth_reverb_activate
Room Sets the room size, which determines how much reverb there is.
fluidsynth_reverb_roomsize
Damp Dampens higher-frequency reverb, which produces a warmer sound.
fluidsynth_reverb_damping
Width Sets the stereo spread of the reverb signal.
fluidsynth_reverb_width
Level Sets the reverb output amplitude.
fluidsynth_reverb_level
Chorus
The chorus effect thickens and colors the audio signal so that it sounds as if there are a chorus of
instruments playing one part.
Active If ticked, chorus effects are added to the software synthesizer output.
fluidsynth_chorus_activate
N Sets the voice count of the chorus, in other words, how many instruments are playing one part.
fluidsynth_chorus_nr
Level Specifies the output amplitude of the chorus signal.
fluidsynth_chorus_level
Speed Sets the modulation speed of the output, in Hz.
fluidsynth_chorus_speed
Depth Specifies the modulation depth of the chorus.
fluidsynth_chorus_depth
Type Specifies the chorus modulation waveform type.
fluidsynth_chorus_waveform
Misc
Use the MT-32 tab to change the settings of Roland MT-32 devices.
MT-32 Device Specifies a preferred MT-32 device, which ScummVM uses if the Preferred device
is set to <default> and MT-32 playback is required.
mt32_device
True Roland MT-32 (disable GM emulation) Tells ScummVM that the MIDI device is an actual
Roland MT-32, LAPC-I, CM-64, CM-32L, CM-500 or other MT-32 device. Note that this cannot
be used in conjuntion with the Roland GS device option.
native_mt32
Roland GS device (enable MT-32 mappings) Tells ScummVM that the MIDI device is a GS device
that has an MT-32 map, such as an SC-55, SC-88 or SC-8820. Note that this cannot be used
in conjunction with the True Roland MT-32 option.
enable_gs
Backend
Use the Backend tab to change settings that are unique to the platform being used. This tab is not
available for all platforms.
To change settings globally:
From the Launcher, select Global Options, then select the Backend tab.
To change settings for a specific game:
From the Launcher, highlight the game in the games list, and select the Game Options
button. If the Launcher is in grid view, select the game and then select the gear icon in
the popup window. Select the Backend tab.
For a comprehensive look at how to use these settings, check out the individual platform guides.
137
ScummVM Documentation
138
Chapter 29
Cloud
139
ScummVM Documentation
140
Chapter 30
Control
Use the Control tab to change settings for joysticks, game controllers, and touch screens. This tab
is not always available.
From the Launcher, select Global Options, and then select the Control tab.
All settings can also be changed in the Configuration file. The configuration key is listed in italics
after each setting description.
Pointer Speed Sets the speed for the mouse pointer, when it is controlled by the keyboard or a
joystick.
kbdmouse_speed
Joy deadzone Sets the deadzone for an analog joystick. A lower value will reduce the size of the
deadzone.
joystick_deadzone
Touchpad mouse mode Toggles between direct mode and touchpad mode.
141
ScummVM Documentation
142
Chapter 31
Game
Use the Game tab to display and change information about how the game is identified by Scum-
mVM.
From the Launcher, highlight the game in the games list, and select the Game Options button. If
the Launcher is in grid view, select the game and then select the gear icon in the popup window.
The menu opens on the Game tab.
All settings can also be changed in the Configuration file. The configuration key is listed in italics
after each setting description.
ID Shows the short name of the game. Edit this name as required, but use only numbers, letters
and hyphens. The ID can also be used for launching the game from the command line.
Name Shows the full title of the game, as well as some basic information such as original platform
and language.
description
Language For games that were released with support for multiple languages, this options changes
the language of the game. For games that have a single language hardcoded, this option does
not change the language of the game, it only affects the subtitles. Select the correct language
to ensure that subtitles display correctly, especially for non-English games.
language
Platform Specifies the original platform of the game.
platform
The Game tab also shows settings unique to the game engine for the selected game.
To find out which engine powers your game, have a look at the ScummVM Supported Games wiki
page or group games by Engine in the Launcher.
Engines: ADL | AGI | AGOS | Bladerunner | Buried | CGE | CGE2 | Chewy | Cine | Drascula |
Dreamweb | Freescape | Griffon | GrimE | HDB | Hopkins | Hypno | Kyra | Lure | MADE | MADS
143
ScummVM Documentation
144
ScummVM Documentation
| mTropolis | Myst3 | Nancy | Neverhood | SCI | SCUMM | Sherlock | Sky | Stark | Supernova |
Sword2 | Sword25 | Toltecs | Trecision | Ultima | V-Cruise | Wintermute | Xeen | ZVision
31.1 ADL
31.2 AGI
Use original save/load screens Uses the original save/load screens instead of the ScummVM
screens.
originalsaveload
Use an alternative palette Uses an alternative palette, common to all Amiga games.
altamigapalette
Mouse support Enables mouse support for movement and in game menus.
mousesupport
Use Hercules hires font Uses the Hercules hi-resolution font, when the font file is available.
herculesfont
Pause when entering commands Shows a command prompt window and pauses the game, in-
stead of a real-time prompt.
commandpromptwindow
Add speed menu Adds a game speed menu, similar to the PC version.
apple2gs_speedmenu
31.3 AGOS
AdLib OPL3 Mode OPL3 features are used when AdLib is selected. Depending on the game, this
prevents cut-off notes, adds extra notes or instruments, and/or adds stereo.
opl3_mode
Use DOS version music tempos Plays music using the tempo of the DOS version of the game
(slower than the Windows version)
dos_music_tempos
Use Windows version music tempos Plays music using the tempo of the Windows version of the
game (faster than the DOS version)
dos_music_tempos
Prefer digital sound effects Uses digital sound effects instead of synthesized ones.
prefer_digitalsfx
Disable fade-out effects Don’t fade every screen to black when leaving a room.
disable_fade_effects
31.4 Bladerunner
Fix credits for voice actors Updates the end credits with corrected credits for the Spanish voice
actors.
correct_spanish_credits
31.5 Buried
31.6 CGE
31.7 CGE2
31.8 Chewy
Use original save/load screen Uses the original save/load screens instead of the ScummVM
screens.
original_menus
31.9 Cine
Use original save/load screen Uses the original save/load screens instead of the ScummVM
screens.
originalsaveload
Use transparent dialog boxes in 16 color scenes Uses transparent dialog boxes in 16 color
scenes even if the original game version did not support them.
transparentdialogboxes
31.10 Drascula
Use original save/load screens Uses the original save/load screens instead of the ScummVM
screens.
originalsaveload
31.11 Dreamweb
Use original save/load screens Uses the original save/load screens instead of the ScummVM
screens.
originalsaveload
Use bright palette mode Displays graphics using the game’s bright palette.
bright_palette
Enable Text to Speech for Objects, Options, and the Bible Quote Uses TTS to read descriptions
(if TTS is available).
tts_enabled_objects
Enable Text to Speech for Subtitles Use TTS to read subtitles (if TTS is available)
tts_enabled_speech
31.12 Freescape
31.13 Griffon
Enable Text to Speech Uses TTS to read descriptions (if TTS is available)
tts_enabled
31.14 GrimE
Load user patch (unsupported) Loads a user patch. Please note that the ScummVM team doesn’t
provide support for using such patches.
datausr_load
Show FPS Shows the current FPS-rate while playing.
show_fps
31.15 Groovie
31.16 HDB
31.17 Hopkins
31.18 Hypno
31.19 Kyra
Enable studio audience Studio audience adds an applause and cheering sounds whenever Mal-
colm makes a joke.
studio_audience
Skip support Lets the user skip text and cutscenes.
skip_support
Enable helium mode Makes characters sound like they inhaled Helium.
helium_mode
Smooth scrolling Makes scrolling smoother when walking.
smooth_scrolling
Enable floating cursors Changes the cursor when it floats to the edge of the screen to a directional
arrow. Click to walk in that direction.
floating_cursors
Suggest save names Fills in an autogenerated save game description into the input prompt.
auto_savenames
HP bar graphs Enables hit point bar graphs.
hpbargraphs
Fight Button L/R Swap Swaps the buttons so that the left button attacks, and the right button
picks up items.
mousebtswap
31.20 Lure
31.21 MADE
Play a digital soundtrack during the opening movie Uses a digital soundtrack during the intro-
duction, instead of MIDI music.
intro_music_digital
31.22 MADS
Easy mouse interface Shows object names when the mouse pointer is held over the object.
EasyMouse
Animated inventory items Animates the inventory items.
InvObjectsAnimated
Animated game interface Animates the game interface.
TextWindowAnimated
Naughty game mode Enables naughty game mode.
NaughtyMode
TTS Narrator Use TTS to read the descriptions (if TTS is available).
tts_narrator
31.23 Mohawk
Zip Mode activated When activated, clicking on an item or area with the lightning bolt cursor
takes you directly there, skipping intermediate screens. You can only ‘Zip’ to a precise area
you’ve already been.
zip_mode
Transitions enabled Toggle screen transitions on or off. Turning off screen transitions will enable
you to navigate more quickly through the game.
transition_mode
Play the Myst fly by movie The Myst fly by movie was not played by the original engine.
playmystflyby
Improve Selenitic Age puzzle accessibility Allows solving Selenitic Age audio puzzles with more
error margin.
fuzzy_logic
Simulate loading times of old CD drives Simulate loading times of old CD-ROM drives by adding
a random delay during scene transitions.
cdromdelay
Water Effect Enabled Toggles the use of QuickTime videos for visual effects related to water sur-
faces (ripples, waves, etc.).
water_effects
Transitions (Riven only) Adjusts the speed of screen transitions. Disabling screen transitions will
enable you to navigate more quickly through the game.
Options:
• Disabled
• Fastest
• Normal
• Best
transition_mode
31.24 mTropolis
16:9 widescreen mod Removes letterboxing and moves some display elements, improving cover-
age on widescreen displays.
mtropolis_mod_obsidian_widescreen
Improved music mixing Enables dynamic MIDI mixer, improving music quality.
mtropolis_mod_dynamic_midi
Autosave at progress points Automatically saves the game at major progress points.
mtropolis_mod_auto_save_at_checkpoints
Enable short transitions Plays short transitions that would normally be skipped on fast CPUs.
mtropolis_mod_minimum_transition_duration
Enable subtitles for important sound effects Enables subtitles for important sound effects. This
may reduce the difficulty of sound recognition puzzles and minigames.
mtropolis_mod_sound_gameplay_subtitles
Start with debugger Starts the game with the debug overlay active.
mtropolis_debug_at_start
31.25 Myst3
31.26 Nancy
Player Speech Enable player speech. Only works if speech is enabled in the Audio settings.
player_speech
Character Speech Enable NPC speech. Only works if speech is enabled in the Audio settings.
character_speech
31.27 Neverhood
Use original save/load screens Uses the original save/load screens instead of the ScummVM
screens.
originalsaveload
Skip the Hall of Records storyboard scenes Lets the player skip past the Hall of Records story-
board scenes.
skiphallofrecordsscenes
Scale the making of videos to full screen Scales the making-of videos, so that they use the whole
screen.
scalemakingofvideos
Repeat useful Willie’s hint Repeats actual useful hint by Willie.
repeatwilliehint
31.28 Queen
Alternate intro Plays the alternate intro for Flight of the Amazon Queen.
alt_intro
31.29 SCI
Skip EGA dithering pass (full color backgrounds) Skips dithering pass in EGA games. Graphics
are shown with full colors.
disable_dithering
Enable high resolution graphics Enables high resolution graphics and content.
enable_high_resolution_graphics
Enable black-lined video Draws black lines over videos to increase their apparent sharpness.
enable_black_lined_video
Use high-quality video scaling Uses linear interpolation when upscaling videos, where possible.
enable_hq_video
Use high-quality “LarryScale” cel scaling Uses special cartoon scaler for drawing character
sprites.
enable_larryscale
Prefer digital sound effects Uses digital (sampled) sound effects instead of synthesized ones.
prefer_digitalsfx
Use original save/load screens Uses the original save/load screens instead of the ScummVM
screens.
originalsaveload
Use CD audio Uses CD audio instead of in-game audio, if available.
use_cdaudio
Use Windows cursors Uses the Windows cursor (smaller and monochrome) instead of the DOS
cursor.
windows_cursors
Use silver cursors Uses the alternate set of silver cursors instead of the normal golden cursors.
silver_cursors
Upscale videos Upscales videos to double their size
enable_video_upscale
Enable content censoring Enables the game’s built-in optional content censoring.
enable_censoring
Use RGB rendering Use RGB rendering to improve screen transitions.
rgb_rendering
Use per-resource modified palettes Use custom per-resource palettes to improve visuals
palette_mods
Enable bearded musicians Enable graphics that were disabled for legal reasons
enable_bearded_musicians
MIDI Mode When using external MIDI devices, such as through USB-MIDI, select your device here.
midi_mode
Options:
• Standard - GM/MT-32
– Standard
• Roland D-110/D-10/D-20
– D110
• YamahaFB01
– FB01
31.30 SCUMM
Show Object Line Show the names of objects at the bottom of the screen.
object_labels
Use NES Classic Palette Uses a more neutral color palette that closely emulates the NES Classic.
mm_nes_classic_palette
Trim FM-TOWNS games to 200 pixels height Cuts the extra 40 pixels at the bottom of the
screen, to make it standard 200 pixels height, allowing the use of aspect ratio correction.
trim_fmtowns_to_200_pixels
Play simplified music This music was presumably intended for low-end Macs, and uses only one
channel.
mac_v3_low_quality_music
Enable smooth scrolling Uses smooth scrolling instead of the normal 8-pixels steps scrolling.
smooth_scroll
Allow semi-smooth scrolling Allow scrolling to be less smooth during the fast camera movement
in the intro
semi_smooth_scroll
Enable game-specific enhancements Allow ScummVM to make small enhancements to the game,
usually based on other versions of the same game.
enable_enhancements
Load modded audio Replaces music, sound effects, and speech clips with modded audio files, if
available.
audio_override
Enable the original GUI and Menu Allows the game to use the in-engine graphical interface and
the original save/load menu.
original_gui
31.31 Sherlock
Use original load/save screens Uses the original save/load screens instead of the ScummVM
screens.
originalsaveload
Pixellated scene transitions Enables randomized pixel transitions between scenes.
fade_style
Don’t show hotspots when moving mouse Only shows hotspot names after you click on a
hotspot or action button.
help_style
Show character portraits Shows portraits of the characters when the characters converse.
portraits_on
Slide dialogs into view Slides UI dialogs into view.
window_style
Transparent windows Shows windows with a partially transparent background.
transparent_windows
TTS Narrator Uses text-to-speech to read the descriptions, if text-to-speech is available.
tts_narrator
31.32 Sky
Floppy intro Uses the floppy version’s intro (CD version only)
alt_intro
31.33 Stark
31.34 Supernova
Improved mode Removes some repetitive actions, and adds the possibility to change verbs by
keyboard.
improved
Enable Text to Speech Use TTS to read descriptions (if TTS is available).
tts_enabled
31.35 Sword2
31.36 Sword25
Use English speech Use English speech instead of German for every language other than German.
english_speech
31.37 Toltecs
Use original save/load screens Uses the original save/load screens instead of the ScummVM
screens.
originalsaveload
31.38 Trecision
Use original save/load screens Use the original save/load screens instead of the ScummVM ones.
originalsaveload
31.39 TwineE
31.40 Ultima
Use original save/load screens Use the original save/load screens instead of the ScummVM ones.
originalsaveload
Enable frame skipping Allow the game to skip animation frames when running too slow.
frameSkip
Enable frame limiting Limits the speed of the game to prevent running too fast.
frameLimit
Enable cheats Allows cheats by commands and a menu when player is clicked.
cheat
Enable high resolution Enable a higher resolution for the game
usehighres
Play foot step sounds Plays a sound when the player moves.
footsteps
Enable jump to mouse position Jumping while not moving targets the mouse cursor instead of
direction.
targetedjump
Enable font replacement Replaces game fonts with rendered fonts
font_override
Enable font anti-aliasing Results in smoother text.
font_antialiasing
Camera moves with Silencer Camera tracks the player movement rather than snapping to de-
fined positions.
camera_on_player
Always enable Christmas easter-egg Enables the Christmas music at any time of year.
always_christmas
31.41 Wintermute
Show FPS-counter Shows the current number of frames per second in the upper left corner.
show_fps
Sprite bilinear filtering (SLOW) Applies bilinear filtering to individual sprites.
bilinear_filtering
Force to use 2D renderer (2D games only) Forces ScummVM to use 2D renderer while running
2D games.
force_2d_renderer
31.42 V-Cruise
31.43 Xeen
Show item costs in standard inventory mode Shows item costs in standard inventory mode,
which lets the value of items be compared.
ShowItemCosts
More durable armor Armor won’t break until character is at -80HP, instead of the default -10HP.
DurableArmor
31.44 ZVision
Use original save/load screens Use the original save/load screens instead of the ScummVM ones
originalsaveload
Double FPS Increases framerate from 30 to 60 FPS.
doublefps
Enable Venus Enables the Venus help system.
venusenabled
Disable animation while turning Disables animation while turning in panorama mode.
noanimwhileturning
Use high resolution MPEG video Use MPEG video from the DVD version instead of lower resolu-
tion AVI.
mpegmovies
Graphics
Use the Graphics tab to change how games look when they are played.
To change settings globally:
From the Launcher, select Global Options. The Global Options menu opens on the
Graphics tab.
To change settings for a specific game:
From the Launcher, highlight the game in the games list, and select the Game Options
button. If the Launcher is in grid view, select the game and then select the gear icon in
the popup window. Select the Graphics tab.
For a comprehensive look at how to use these settings, check out our Understanding the graphics
settings guide.
All settings can also be changed in the Configuration file. The configuration key is listed in italics
after each setting description.
Graphics mode Changes the graphics backend used to render the ScummVM window on the
screen. Different graphics modes have different options available (such as scalers and stretch
modes).
gfx_mode
Render mode Changes how the game is rendered. This is only applicable to certain games which
were released on multiple systems, and will reproduce what the game looked like on that
system.
render_mode
Stretch mode Changes the way the game is displayed in relation to the window or screen size.
stretch_mode
Scaler Changes the resolution of the game, while also selecting which filter is used to scale up the
resolution. For example, a 2x scaler will take a 320x200 resolution game and scale it up to
640x400.
163
ScummVM Documentation
164
ScummVM Documentation
Update Shaders Click on the Update Shaders button to download new or updated shaders. Scum-
mVM will scan to find applicable shader packs; once these have been found, click on the
Download button in the pop up window to start the download. Click the Hide button to
close the window and continue the download in the background. Use the Cancel download
button to cancel the download. Select Clear Cache to delete downloaded shaders.
The shader packs can also be downloaded manually from https://downloads.scummvm.org/
frs/icons/ and must be placed in the Icon Path.
165
ScummVM Documentation
166
ScummVM Documentation
Aspect ratio correction If ticked, corrects the aspect ratio so that games appear the same as they
would on original 320x200 resolution displays.
aspect_ratio
Fullscreen mode If ticked, games are played using the entire screen, instead of a window. The
actual apperance is defined by the other graphics settings.
fullscreen
Filter graphics If ticked, uses bilinear interpolation instead of nearest neighbor resampling for the
aspect ratio correction and stretch mode. It does not affect the graphics mode.
filtering
V-Sync in 3D games If ticked, synchronizes the frame rate of a game with the monitor’s refresh
rate to prevent screen tearing.
vsync
Game 3D renderer Changes how a 3D game is rendered. This setting has no effect on 2D games.
• OpenGL: renders on hardware (uses the GPU)
• OpenGL with shaders: renders on hardware with shader support
• Software: renders on software (uses the CPU).
renderer
3D Anti-aliasing Changes the anti-aliasing method. The number refers to how many samples are
taken per pixel; 8x takes 8 samples per pixel and is the most accurate, but is also the most
processor-intensive option.
antialiasing
167
Chapter 33
GUI
Use this tab to the GUI tab to change the look and feel of the ScummVM graphical user interface.
From the Launcher, select Global Options, if necessary click the > scroll arrow until the GUI tab is
visible, and then select the GUI tab.
All settings can also be changed in the Configuration file. The configuration key is listed in italics
after each setting description.
168
ScummVM Documentation
169
ScummVM Documentation
Ask for confirmation on exit If ticked, a confirmation dialog appears when you choose Quit or
Return to Launcher from the Global Main Menu.
confirm_exit
Update Icons Click on the Update Icons button to download new or updated artwork for game
icons. ScummVM will scan to find applicable icons; once these have been found, click on
the Download button in the pop up window to start the download. Click the Hide button to
close the window and continue the download in the background. Use the Cancel download
button to cancel the download.
170
Chapter 34
Keymaps
Use the Keymaps tab to assign actions to keyboard keys or shortcuts, or to mouse or joystick buttons.
To change settings globally:
From the Launcher, select Global Options, then select the Keymaps tab.
To change settings for a specific game:
From the Launcher, highlight the game in the games list, and select the Game Options
button. If the Launcher is in grid view, select the game and then select the gear icon in
the popup window. Select the Keymaps tab.
All settings can also be changed in the Configuration file. The configuration key is listed in italics
after each setting description.
Click on the button next to the desired action to add an additional key or button. Click on the
dropdown expander for more options.
If all the mapped keys are not visible, hold the pointer over the button to see all the mapped keys.
Reset Resets all keymaps to default.
Reset to defaults Resets the keymaps for that action to default.
Clear mapping Clears all keymaps for that action.
The following are the available global keymap options. Listed in italics are the configuration key-
words. For more information, see the Configuration file page.
171
ScummVM Documentation
34.1.1 Global
34.1.2 Graphics
34.1.3 GUI
Interact keymap_gui_INTRCT
Close keymap_gui_CLOS
Up keymap_gui_UP
Down keymap_gui_DOWN
Left keymap_gui_LEFT
Right keymap_gui_RIGHT
The following are the available keymap game-specific keymaps options. Listed in italics are the
configuration keywords. For more information, see the Configuration file page.
LAN
Use the LAN tab to control the Local Area Network (local web server).
For a comprehensive look at how to use ScummVM’s built-in LAN functionality, check out our Using
the local web server guide.
From the Launcher, select Global Options, if necessary click the > scroll arrow until the LAN tab
is visible, and then select the LAN tab.
All settings can also be changed in the Configuration file. The configuration key is listed in italics
after each setting description.
Run server Starts the web server. When running, this displays the URL at which the web server
can be accessed.
Stop server Stops the web server.
Server’s port The port on which the web server is available.
local_server_port
/root/ Path Specifies the root path of the server. Any sub-directories will be accessible.
rootpath
176
ScummVM Documentation
177
Chapter 36
Miscellaneous
Use the Misc tab to change miscellaneous settings that don’t belong on any of the other tabs.
From the Launcher, select Global Options, if necessary click the > scroll arrow until the Misc tab
is visible, and then select the Misc tab.
All settings can also be changed in the Configuration file. The configuration key is listed in italics
after each setting description.
Autosave Adjusts the time period between autosaves. The default setting is 5 minutes.
autosave_period
Random seed Every time you start ScummVM, a random seed is generated. Use this option to set
a fixed seed, which ensures that random events in games play out the same way every time.
random_seed
Enable Discord Integration Show the currently running game in a Discord user’s status (if Activity
Status is also enabled in the Discord settings).
Update check Use this option to automatically check for updates to ScummVM. Click the Check
now button to manually check for updates.
178
ScummVM Documentation
179
Chapter 37
Paths
Use the Paths tab to tell ScummVM where to look for files.
To change settings globally:
From the Launcher, select Global Options, then select the Paths tab.
To change settings for a specific game:
From the Launcher, highlight the game in the games list, and select the Game Options
button. If the Launcher is in grid view, select the game and then select the gear icon in
the popup window. Select the Paths tab.
All settings can also be changed in the Configuration file. The configuration key is listed in italics
after each setting description.
Save Path Sets the path to the folder in which ScummVM stores saved games. For more informa-
tion on the default location of saved games, see the Save and Load games page, or the guide
for the platform you’re using.
savepath
Theme Path Sets the path to the folder in which ScummVM stores additional themes.
themepath
Extra Path Sets the path to the folder in which ScummVM will look for various extra files. These
could include additional datafiles required for certain games, Soundfonts or MT-32 ROMs.
extrapath
Icon Path Sets the path to the folder in which ScummVM will look for additional icons for the
launcher grid view.
iconspath
ScummVM config path: Shows where the Configuration file is saved.
Last browser path: Shows the last folder accessed by the file browser. See more about the file
browser here.
180
ScummVM Documentation
181
Chapter 38
Autostart
Use the autostart feature to automatically start or add games. The available features and the way
they work depend on the system on which ScummVM is running.
General
On most systems, such as Windows and Linux, ScummVM can detect and start a game located in
the same folder as the ScummVM executable, as long as it is a game supported by ScummVM. It
is the equivalent of using the --path and --auto-detect command line options. This also works on
macOS when ScummVM is built as a command line application and not as a .app bundle.
There are two ways to use the autostart feature:
• Rename the executable file to scummvm-auto.xxx, where .xxx is the file type extension (if
applicable).
• Create an empty file named scummvm-autorun in the same folder as both the executable and
the chosen game. Either leave the file empty, or use it to specify any further command line
options. Specify one option per line.
macOS
The following information are only correct when ScummVM is built as a .app bundle. When Scum-
mVM is built as a command line application it behaves as on Windows and Linux.
ScummVM can automatically detect and run a supported game included in the ScummVM.app
bundle. The game files simply need to be in the ScummVM.app/Contents/Resources/game/ folder.
ScummVM can also automatically detect and add to the launcher supported games included in the
ScummVM.app bundle. The games simply need to be in the ScummVM.app/Contents/Resources/
games/ folder, or subfolders in that folder (you can for example use one subfolder per game).
A scummvm-autorun file can also be used to specify command line options to use, with one option
per line. The file should be in the ScummVM.app/Contents/Resources/ folder.
182
ScummVM Documentation
iOS
ScummVM can automatically detect and run a supported game included in the ScummVM.app
bundle. The game files simply need to be in the ScummVM.app/game/ folder.
ScummVM can also automatically detect and add to the launcher supported games included in
the ScummVM.app bundle. The games simply need to be in the ScummVM.app/games/ folder, or
subfolders in that folder (you can for example use one subfolder per game).
A scummvm-autorun file can also be used to specify command line options to use, with one option
per line. The file should be in the ScummVM.app/ folder.
In addition if a scummvm.ini file is present in the ScummVM.app/ folder, it will be used as initial config
file if no config file exists yet. It is the equivalent of using the --initial-cfg command line option.
Note that modifying a signed bundle will invalidate the signature. So the bundle needs to be signed
again after for example adding a game folder inside the ScummVM.app bundle.
183
ScummVM Documentation
--fullscreen
--shader=crt/crt-lottes.glslp
--path=./game/
--auto-detect
Launching ScummVM from the command line lets you pass a number of options, some of which
override the applicable global or game-specific settings. It also lets you launch straight into a game
without going to the Launcher first.
39.1 Usage
scummvm <target>
For any supported games, even if they have not been added to ScummVM:
or
185
ScummVM Documentation
In all cases additional options can be specified on the command line, for example to specify the
graphics mode or which saved game to load.
The target is a name assigned to a game added to ScummVM. It is also known as the ID in the
GUI, and can be changed in the Game Options. In the configuration file, this is the game name in
square brackets. If the same game is added to ScummVM twice, it will have two different target
names, and they can be configured differently. To see the list of configured targets:
scummvm --list-targets
The game id is a unique identifier for any game supported by ScummVM. To see a list of all
supported games for your ScummVM release:
scummvm --list-games
Specify a target on the command line to use settings already configured for that target, unless
different options are specified on the command line. There is no need to specify the path for the
game files since this is already part of the target configuration.
Use the game id or --auto-detect to start games with default settings for any settings not specified
on the command line. The path to the game file needs to be specified.
The full game id contains both an engine name and a game name. For example, the game id for Full
Throttle is scumm:ft, where scumm is the engine name. In many cases where there is no ambiguity,
you can omit the engine name when specifying a game id on the command line. For example, both
scumm:ft and ft can be used. However, if there is an ambiguity with the game name, the full game
id must be used. For example, for Indiana Jones and the Fate of Atlantis only scumm:atlantis can
be used as there would otherwise be an ambiguity with cryomni3d:atlantis.
Windows
The following examples assume that the path to ScummVM is C:\Program Files\ScummVM\scummvm.
exe.
To run Monkey Island, fullscreen (-f), if the game has already been added to ScummVM under the
target name monkey1:
To run Full Throttle, fullscreen (-f) and with subtitles enabled (-n), specifying the path to the game
on a CD (-p):
macOS
The following examples assume the path to the ScummVM app is Applications/ScummVM.app.
If you are unsure of the path to the app, drag the ScummVM app icon into the Terminal window.
This prints the path to the ScummVM app.
To run ScummVM from the command line, add /Contents/MacOS/scummvm to that path.
To run Monkey Island, fullscreen (-f), if the game has already been added to ScummVM under the
target name monkey1:
/Applications/ScummVM.app/Contents/MacOS/scummvm -f monkey1
To run Full Throttle, fullscreen (-f) and with subtitles enabled (-n), specifying the path to the game
on a CD (-p):
Linux
/usr/games/scummvm -f monkey1
To run Full Throttle, fullscreen (-f) and with subtitles enabled (-n), specifying the path to the game
on a CD (-p):
Tip: If ScummVM is on PATH, there is no need to enter the full path to ScummVM. Similarly, if a
game is already added to the Launcher, there is no need to specify the path to the game.
39.3 Options
The meaning of most options can be inverted by prefixing them with no-. For example,
--no-aspect-ratio will turn aspect ratio correction off. This does not apply to short options.
Option parameters are shown below in capitals, and need to be replaced with real values.
Short options are listed where they are available.
Configuration file
The configuration file provides a way to edit both global and game-specific settings. It is a text file
containing configuration keys and parameters.
Settings are also accessible directly from the Launcher. See Changing settings.
40.1 Location
The configuration file saves to different default locations, depending on the platform. The configu-
ration file path is also displayed on the Paths tab.
Windows
%APPDATA%\ScummVM\scummvm.ini
For Windows 95/98/ME, the file is at C:\WINDOWS\scummvm.ini
macOS
~/Library/Preferences/ScummVM Preferences
Note: If an earlier version of ScummVM was installed on your system, the configuration file
remains in the previous default location of ~/.scummvmrc.
Tip: To see the Library folder, press Option when clicking Go in the Finder menu.
194
ScummVM Documentation
Linux
ScummVM follows the XDG Base Directory Specification, so by default the configuration file is
found at ~/.config/scummvm/scummvm.ini, but its location might vary depending on the value of
the XDG_CONFIG_HOME environment variable.
If ScummVM was installed using Snap, the configuration file is found at ~/snap/scummvm/current/
.config/scummvm/scummvm.ini
Global settings are listed under the [scummvm] heading. Global keymaps settings are listed under
the [keymapper] heading. Game-specific settings, including keymaps, are listed under the heading
for that game, for example [queen] for Flight of the Amazon Queen. Use the configuration keys to
change settings.
[scummvm]
gfx_mode=supereagle
fullscreen=true
savepath=C:\saves\
[sky]
path=C:\games\SteelSky\
[germansky]
gameid=sky
language=de
path=C:\games\SteelSky\
description=Beneath a Steel Sky w/ German subtitles
[germandott]
gameid=tentacle
path=C:\german\tentacle\
description=German version of DOTT
[tentacle]
path=C:\tentacle\
subtitles=true
music_volume=40
(continues on next page)
[loomcd]
cdrom=1
path=C:\loom\
talkspeed=5
savepath=C:\loom\saves\
[monkey2]
path=C:\amiga_mi2\
music_driver=windows
An initial (default) configuration file can be specified via the command line using the --i or
--initial-cfg option. ScummVM uses this default file if the configuration file is missing from
its usual location, such as after initial install, or if the user deletes their configuration file.
Setting an initial configuration file in this way allows default settings to easily be bundled with a
game. The alternatives are to use the command line for all settings, which has fewer options and
in some cases means the user can’t change settings, or to install a default configuration file to a
writable location and using the --config option, which is harder to deploy, and leaves the user
with no way to restore default settings except re-installing the game.
There are many recognized configuration keys. In the table below, each key is either linked to an
explanatory description in the Settings pages, or has further information in the Decription/Options
column.
fluidsynth_chorus_nr integer 3
• 0 - 99
flu- integer 30
idsynth_chorus_speed • 10 - 500
flu- integer 90
idsynth_reverb_level • 0 - 100
flu- integer 20
idsynth_reverb_roomsize • 0 - 100
flu- integer 1
idsynth_reverb_width • 0 - 100
gui_saveload_last_pos string 0
gui_use_game_language boolean
helium_mode boolean false
continues on next page
midi_mode string
• Standard
• D110
• FB01
repeatwillihint boolean
restored boolean true
retrowaveopl3_bus string Specifies how the
RetroWave OPL3 is
connected:
• serial (con-
nected to a USB
port using a
PotatoPi)
• spi (connected
as a HAT using
SPI)
boolean
retrowaveopl3_disable_buffer false
retrowaveopl3_port string Specifies the se-
rial port that the
RetroWave OPL3 is
connected to. For
example:
• COM3
• ttyACM2
• Disabled
• Fastest
• Normal
• Best
Windows
In %USERPROFILE%\Pictures\ScummVM Screenshots
macOS
On the Desktop.
Linux
Any other OS
This guide expands on the information contained on the audio settings page.
The Preferred device in the global settings Audio tab, or the Music device in the game-specific
settings Audio tab, specifies the device that ScummVM uses to output audio. This device can be an
emulated sound device or a software synthesizer, or an actual hardware device such as a soundcard
or a hardware MIDI synthesizer. When set to <default>, ScummVM will automatically choose the
most appropriate option for the played game.
If Preferred device or Music device is set to <default> and ScummVM chooses either an MT-32
or General MIDI device automatically, the settings on the MT-32 or MIDI tabs also apply, and the
devices selected on these tabs are the ones that will be used. If Preferred device or Music device
is set to either an MT-32 device or a GM device, ScummVM will use that device and ignore the
devices chosen on the MT-32 and MIDI tabs.
Not all settings are applicable to all games. For example, changing the General MIDI settings will
not have any effect on a game that only has CD audio.
For a look at the evolution of PC audio, see this video on YouTube, or this excellent post.
Many of these old-school audio devices can be emulated by ScummVM:
• PC Speaker: emulates the built-in PC speaker. This is mostly supported by older games, and
was the only option before sound cards became widely used.
pcspk
• IBM PCjr: emulates the sound of the 1984 IBM PCjr computer, which, enhanced with a Texas
Instruments chip, provided three-voice sound and a white noise generator.
pcjr
211
ScummVM Documentation
• Creative Music System (C/MS): emulates the first sound card developed by Creative Technol-
ogy (later Creative Labs), the precursor to the SoundBlaster line of sound cards. The C/MS
provided 12 channels of square-wave stereo sound.
cms
• C64 Audio: emulates the sound chip (Sound Interface Device) in the Commodore 64 com-
puter. The SID was a three-voice synthesizer module, with a fourth voice for sampled drums
or speech.
C64
• Amiga Audio: emulates the Amiga audio chip, Paula, which had four 8-bit PCM sound chan-
nels.
CAMD
• FM-Towns Audio: emulates the audio of the FM Towns PC. Games on FM Towns computers
often used audio CD standard tracks. The soundchips were capable of eight PCM voices and
six FM channels.
towns
• PC-98 Audio: emulates the audio of the NEC PC-9801-26 and PC-9801-86 sound cards.
pc98
• SegaCD Audio: emulates the audio of the Sega CD add-on for the Sega Genesis/32x.
segacd
To find out which emulation is compatible with the game you’re playing, have a look at the manual
that comes with the game.
MIDI is a communications protocol for musical information; it can be likened to digital sheet mu-
sic. By itself, MIDI is not sound. Hardware or software synthesizers create (synthesize) audio by
interpreting the information given to them by the MIDI protocol.
While some older soundcards (and a few modern ones) have their own hardware-based synthesiz-
ers, this is relatively rare. Generally, soundcard drivers work with software synthesizers to interpret
MIDI and output audio.
Some games only contain MIDI audio data. In the past this prevented audio for these games from
working on platforms that did not support MIDI, or with soundcards that did not provide MIDI
drivers. ScummVM can now convert MIDI data to sampled audio using MIDI device emulators.
General MIDI is a MIDI standard which is implemented by a large number of devices. While using
MIDI as its protocol, it also specifies an instrument map and some other information that devices
must implement.
If the ScummVM you’re using has libfluidsynth support it will be able to play MIDI music by using
the FluidSynth emulator if set as the Preferred device or Music device, or if specified in the MIDI
tab when Preferred device or Music device is set to <default> and ScummVM chooses General
MIDI output automatically.
You will have to specify a SoundFont in the MIDI tab for ScummVM to use FluidSynth. MIDI is
like digital sheet music; it needs a library of sound samples known as a SoundFont to draw from to
synthesize music. See the ScummVM forum for an example of a great SoundFont.
The default output volume from FluidSynth can be fairly low, so ScummVM automatically sets the
gain to get a stronger signal. Use the MIDI gain setting to further adjust this.
The processor requirements for FluidSynth are quite high; a fast CPU is recommended.
The MT-32 is a Roland sound module, although the term also commonly refers to a range of devices
that are fully compatible with the MT-32. MT-32 devices also use MIDI as the communications
protocol.
Some games which contain MIDI music data have tracks designed specifically for the Roland MT-32.
ScummVM can emulate the MT-32 device, however you must provide the original MT-32 ROMs,
taken from the MT-32 module, for the emulator to work. These files are:
• MT32_PCM.ROM - IC21 (512KB)
• MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB)
Place these ROMs in the game directory, in your extrapath, or in the directory where your Scum-
mVM executable resides. ScummVM also looks for CM32L_PCM.ROM and CM32L_CONTROL.ROM—the
ROMs from the CM-32L device—and uses these instead of the MT32 ROMs if they are available.
Note: The MT-32 ROMs are copyrighted, and are not provided by ScummVM. These must be taken
from your own MT-32 module.
ScummVM uses the MT-32 emulator if it is set as the Preferred device or Music device, or if it
is specified in the MT-32 tab when Preferred device or Music device is set to <default> and
ScummVM chooses MT-32 output automatically.
You don’t need to enable True Roland MT-32 in the MT-32 tab, ScummVM does this automatically.
Tip: Some games work better with some MT-32 devices than others. As an example, Lure of the
Temptress makes use of extra sound effects included with the CM-32L and won’t sound right with
an MT-32. Likewise, The Colonel’s Bequest uses some bugs in the early MT-32 modules, which
means that later devices will play incorrect sound effects!
This article provides a comprehensive list of MT-32 compatible games, including which games work
best with which device.
The processor requirements for the MT-32 emulator are quite high; a fast CPU is strongly recom-
mended.
All MIDI ports show up in the Preferred device or Music device dropdown selector. If you have
selected a MIDI port, you need to specify what type of MIDI device this is with the options in the
MT-32 tab.
• Enable True Roland MT-32 to tell ScummVM that the MIDI device is an MT-32 (or fully
compatible) device.
• Enable Roland GS device to tell ScummVM to use an MT-32 soundtrack on a GS device. This
is not supported by all games.
• If no options are selected, ScummVM treats the device on the port as a General MIDI device.
If you select an option that does not match the actual device, this might have unintended conse-
quences. For example, if a game only has support for MT-32 and you have a General MIDI device
selected as the Preferred device or Music device, ScummVM will convert the MT-32 MIDI data to
GM-compatible MIDI data. While this might work fine for some games, it really depends on how
the game has made use of the MT-32.
macOS/Mac OSX
Mac has a built-in MIDI synthesizer; Apple DLS software synthesizer. It uses the Mac’s built-in
sounds (which are based on Roland GS).
The Apple Support page has further information about setting up MIDI devices on a Mac.
Windows
Windows has a generic built-in MIDI synthesizer—GS WaveTable Synth—also based on Roland’s
GS sounds.
For an in-depth look at audio and MIDI device setup on a Windows computer, see this very helpful
article.
Linux
AdLib devices do not use MIDI. They instead have a chip that produces sound through FM synthesis.
While some games do store their audio data using a MIDI-derived format, this is converted by the
game to work with the AdLib chip. ScummVM emulates a few different AdLib configurations, and
selects the most appropriate for the game:
• The original AdLib and SoundBlaster card had one OPL2 chip.
• The SoundBlaster Pro 1 had two OPL2 chips
• The SoundBlaster Pro 2 and 16 had an OPL3 chip.
The AdLib emulator setting offers MAME, DOSBox and Nuked emulation, with MAME being the
least accurate and using the least CPU power, and Nuked being the most accurate and also using
the most CPU power - DOSBox is somewhere in between.
There is also the option to select the OPL2LPT, OPL3LPT and RetroWave OPL3 devices, which are
external hardware devices with a real OPL chip, connected through the parallel port (OPLxLPT)
or a USB port (RetroWave OPL3) of a computer. To use these devices you must specify some
configuration settings in the configuration file. The keys start with opl2lpt_ and retrowaveopl3_.
AdLib does not require a SoundFont or ROMs, so for many games it might be the easiest to config-
ure. However, if an MT-32 or GS emulator or device is available, ScummVM will prioritize this over
AdLib.
Some games contain sound effects that are exclusive to the AdLib soundtrack, or the AdLib sound-
track might provide better sound effects. For these games, you can combine MIDI music with AdLib
sound effects by using the mixed AdLib/MIDI mode.
Some games have both sampled and synthesized sound effects. ScummVM will usually use the
sampled sound effects, even if you select Adlib, MT-32 or GM as your audio device. Some games
allow you to choose between sampled and synthesized sound effects by using the Prefer digital
sound effects option in the Engine tab.
The output sample rate tells ScummVM how many sound samples to play per channel per second.
Most of the sounds were originally sampled at either 22050Hz or 11025Hz, so using a higher
sample rate in these cases will not improve the quality of the audio.
For games that use CD audio, the sounds were probably sampled at 44100Hz, so that is a better
sample rate to choose for these games.
ScummVM generates the samples when using AdLib, FM-Towns, PC Speaker or IBM PCjr emulated
sound. 22050Hz will usually be fine for these options, although for Beneath a Steel Sky 44100Hz
is recommended.
ScummVM has to resample all sounds to the selected output frequency. It is recommended to
choose an output frequency that is a multiple of the original frequency. Choosing an in-between
number might not be supported by your sound card.
There is no option to control audio buffer size through the GUI, but the default value can be
overridden in the configuration file with the audio_buffer_size configuration keyword. The default
value is calculated based on output sampling frequency to keep audio latency below 45ms.
Appropriate values are normally between 512 and 8192, but the value must be one of: 256, 512,
1024, 2048, 4096, 8192, 16384, or 32768.
Smaller values yield faster response time, but can lead to stuttering if your CPU isn’t able to catch
up with audio sampling when using the sound emulators. Large buffer sizes might lead to minor
audio delays (high latency).
This guide expands on the information contained on the graphics settings page.
The graphics mode scaler, aspect ratio, and stretch mode settings work together to change the
resolution and display of each game.
For the SDL Surface graphics mode, the scaler is applied first, then the aspect ratio correction, and
finally the stretch mode. For the OpenGL graphics mode there is no scaler and the aspect ratio
correction and stretch modes are applied together in one pass to arrive to the final image. This
means that when you want to preserve pixels, you may prefer to use the OpenGL mode, especially
if you use aspect ratio correction. The aspect ratio correction in the SDL Surface mode introduces
some irregularities that can be avoided with the OpenGL mode.
Render modes are only applicable to some older games that were designed to be played on multiple
systems, and let us choose which system’s graphics to replicate.
Most platforms have either one or two available graphics modes. The most common ones are
OpenGL and SDL Surface.
With the OpenGL graphics mode the original game image is provided to the graphics card, and
the graphics card stretches this image to the requested size. This means that the aspect ratio
correction and stretch mode are applied together in one step to go directly from the original game
resolution (for example 320x200) to the final display resolution (for example 1280x960). This
scaling uses either bilinear interpolation or nearest neighbor interpolation depending on the Filter
graphics option.
217
ScummVM Documentation
With the SDL Surface graphics mode, a software scaler is applied to the game image, before apply-
ing the aspect ratio correction with a software vertical stretch. The image is then passed to SDL to
apply the stretch mode and get the final result. With this graphics mode the software scaler is not
affected by the Filter graphics option. This option only affects the aspect ratio correction and the
final scaling related to the stretch mode.
The original game graphics are upscaled using different graphical filters, which are specialized
algorithms used to ensure that low resolution pixel-art still looks good when it is displayed at a
higher resolution.
If the game originally ran at a resolution of 320x200—which is typical for most SCUMM
games—then using a graphics mode with a scale factor of 2x yields 640x400 graphics. A 3x scale
factor yields 960x600.
There is always a speed penalty when using a scaler other than Normal 1x.
To cycle forwards or backwards between graphical filters, press Ctrl + Alt and 0 or 9 (respectively).
Older games were designed to be run at 320x200 pixels, but on systems where each pixel was
rectangular instead of square. This means that on modern systems these games look wider and
flatter than they are supposed to. Aspect ratio correction duplicates lines of pixels to correct this.
For a game with an original resolution of 320x200, aspect ratio correction results in a resolution of
320x240.
To toggle aspect ratio on and off, press Ctrl+Alt+a.
Fig. 2: Normal 2x: No filtering, scales the image by a factor of 2. Default for non 640x480 games.
Stretch modes control how the game screen is stretched to fill the ScummVM window (or the screen
in full screen mode).
The base resolution for this stretch mode includes the selected scaler and, if enabled, the aspect ratio
correction. This means that if the original game resolution is 320x200 and a 2x scaler is selected,
the display is a multiple of 640x400 (for example 1280x800 or 1920x1200). And if aspect ratio
correction is also selected, the display is a multiple of 640x480. With this stretch mode you may
thus prefer to use either the OpenGL graphics mode or the SDL Surface graphics mode with a 1x
scaler.
This means that, while the width of result will always be a multiple of the original game width,
if aspect ratio correction is enabled, the height of the result may not be a multiple of the original
game height. This can thus cause some blurring. If you want to use aspect ratio correction but
avoid any blurring, you may prefer to use the Even-pixels scaling.
The factors used on the width and height may be different if the aspect ratio correction is enabled
as it will try to get the result as close as possible to the expected aspect ratio. For example, with a
screen resolution of 1920x1080, a game with an original resolution of 320x200 and the aspect ratio
correction enabled will be stretched to 1280x1000 (original width of 320 x 4 and original height
of 200 x 5). Unlike the Pixel-perfect scaling, this does not provide exactly the expected aspect ratio
(4:3) but uses instead a good approximation (4:3.125) while ensuring all the original pixels are
scaled by the same amount.
With this mode you may get either horizontal black bars or vertical black bars on the side, but not
both.
The game may be stretched horizontally or vertically to fill the window. This mode does not enforce
Fig. 5: HQ 2x: Uses lookup tables to create anti-aliased output. Very nice high quality filter, but
slow.
For most games this setting will have no effect. For some of the older games that could be played on
different systems and graphics cards, this control lets you decide which system you want ScummVM
to reproduce.
Below are some of the common render modes, to illustrate how the render mode setting works.
42.6 Shaders
Shaders change the way a game is rendered, and can be used to make a game look exactly how
you remember it from years past - right down to the border of your Gameboy console and its old
LCD screen, or your CRT monitor. Alternatively, use shaders simply to improve the overall look and
feel of a game.
The shaders included in the ScummVM pack are curated from the Libretro repository, and are
grouped according to effect. For an overview of specific shaders, see the Libretro documentation
Fig. 6: HQ 3x: Uses lookup tables to create anti-aliased output. Very nice high quality filter, but
slow.
Fig. 7: Edge 2x: Uses edge-directed interpolation. Sharp, clean, anti-aliased image with very few
artifacts.
When enabled, ScummVM uses bilinear interpolation instead of nearest neighbor for the aspect
ratio and stretch mode. It does not affect the graphics mode scaler.
Nearest neighbor is a simple way to scale an image; each pixel becomes multiple pixels of the same
color. While this preserves the sharper details in a pixel art image, it also creates “jagged” edges
as the image is scaled up. Bilinear interpolation finds the average color between pixel color values
and fills in missing pixel, which results in a “smoothed” image.
To toggle between bilinear interpolation and nearest neighbor, press Ctrl+Alt+f.
42.8.1 Vsync
V-sync, or vertical sync, synchronizes the frame rate of the game with the monitor’s refresh rate,
or the video capture refresh rate. This helps to prevent screen “tearing”, where the screen displays
parts of multiple frames at once, which looks like a horizontal line where the image appears to
split.
This setting is enabled by default.
Fig. 8: Edge 3x: Uses edge-directed interpolation. Sharp, clean, anti-aliased image with very few
artifacts.
Fig. 9: AdvMAME 2x: Expands each pixel into 4 new pixels based on the surrounding pixels.
Doesn’t rely on blurring like 2xSAI, fast.
42.8.2 Renderers
There are three options for rendering 3D games: OpenGL, OpenGL with shaders, or software.
• OpenGL uses the graphics card (GPU) to render the game.
• OpenGL with shaders also uses the GPU, but also uses shaders, if available, to render the
game. Shaders are small programs running on the GPU which transform certain graphics
inputs to outputs. They control things such as how the pixels are drawn on the 3D shapes.
• The software option uses the computer’s CPU, instead of a graphics card, to render the game.
Not all render options are available for all games. If in doubt, leave the setting at <default>.
42.8.3 Anti-aliasing
Without anti-aliasing, the computer takes the color it finds at the center of the pixel, and applies
that color to the entire pixel. This results in jagged, pixelated lines at the edges of objects. Anti-
aliasing, in a nutshell, is how we get nice, smooth lines on a 3D game.
Historically, anti-aliasing was done using a method called Supersampling. With this method, each
frame is rendered behind-the-scenes to a higher resolution, and then downscaled to produce a
much smoother, better looking image. Unfortunately, this method is very GPU-intensive, and too
slow.
Multisampling Anti-Aliasing, or MSAA for short, was developed as a much faster alternative; the
computer renders as much of the image as possible without anti-aliasing, and then only applies
anti-aliasing to the edges. It samples each pixel to find out where the edge is, and how to blend the
Fig. 10: AdvMAME 3x: Expands each pixel into 4 new pixels based on the surrounding pixels.
Doesn’t rely on blurring like 2xSAI, fast.
Fig. 11: AdvMAME 3x: Expands each pixel into 4 new pixels based on the surrounding pixels.
Doesn’t rely on blurring like 2xSAI, fast.
Fig. 14: SuperEagle 2x: A variation of the SAI2x filter. Less blurry than SAI2x, but slower.
Fig. 15: PM 2x: Analyzes the eight neighboring pixels to create smoother diagonal lines and
rounded edges.
Fig. 17: TV 2x: Interlace filter. Introduces scan lines to emulate a TV.
colors to create a smooth edge. The numbered options in the ScummVM Graphics tab (2x, 4x and
8x), refer to how many samples are taken. 8x MSAA produces a better image than 2x MSAA, but is
also more GPU-intensive.
Fig. 19: Aspect ratio correction applied. The moon is actually round, as it should be!
Fig. 20: Center: The game screen is not scaled and is centered in the ScummVM window.
Fig. 21: Pixel-perfect scaling: The game screen is scaled to the highest multiple of the game
resolution that fits in the ScummVM window. Any empty space is filled with black bars.
Fig. 22: Even pixels scaling: The game screen is scaled to the highest multiples of the original
game width and height. Any empty space is filled with black bars. This mode is only available for
the OpenGL graphics mode.
Fig. 23: Fit to window: Fits the game to the window, but maintains the aspect ratio.
Fig. 24: Stretch to window: Stretches the game to fill the window.
Fig. 25: Fit to window (4:3): Fits the image to the window, at a forced 4:3 aspect ratio.
Fig. 30: Maniac Mansion with EGA (16 color) render mode
Fig. 31: Maniac Mansion with Amiga (32 color) render mode
This guide expands on the information contained in the the search box section of the Launcher
interface description.
• A filter is applied as you type, so there is no need to press Enter or click anything to perform
the search.
• All searches are case insensitive.
• To reset the filter and get the full list of games, click on the cross icon next to the text input
field.
• Whitespace breaks the search input into separate tokens or search patterns.
The simplest way to search is to use the substring search functionality. For example, type m to get
all the games containing an ‘M’ or ‘m’ in description, and type monkey to get games like “The Curse
of Monkey Island (Demo/Windows)”, “Infinite Monkeys” or “Three Monkeys, One Cage”. Ensure
the search pattern does not contain :/=/~ characters and it does not start with the ! character.
243
ScummVM Documentation
Advanced patterns
To search for game properties listed in the Configuration file there are 3 available patterns:
Note: Escape the \ character used in Windows paths by using \\ when using wildcards.
You can use any configuration key as a <key> part of the search pattern.
Here are some more examples:
• show_fps=true - games with “Show FPS” option set to true
• extra~?* - games with non-empty extra part of the description
• guioptions:noLang - games without displayed language
• keymap_engine-default_LCLK:MOUSE_RIGHT - games with right mouse button remapped to
left mouse button
To abbreviate the 6 most common configuration keys, just type any prefix instead of full strings for
those keys:
Note: The platform key can’t be abbrevated to p, since p is already used for path.
To invert the search result, prefix the search pattern with the`!` character. For example:
• !GOG - games that don’t contain “GOG” substring in description
• !lang=ru - games not in Russian languange
• !p:demo - games that don’t have “demo” substring in game path
• !engine~sword# - games not made with “sword1” and “sword2” engines (but “sword25” is
fine)
If you have provided several search patterns, only games that match all of them are displayed.
The matches are independent and not ordered, which means that if you search for Open Quest, you
get all the games with words “Open” and “Quest” in description. The results would contain games
like “Open Quest (Windows/English)” and “Police Quest IV: Open Season (DOS/Demo)”.
Here are some more examples of complex requests:
• engine=ags path:steamapps !extra:Steam - AGS games at your /SteamApps/ folder, but not
marked as Steam game at “extra”
• e=wintermute l= - Wintermute games with empty “language” property
• pl:dos lang=he desc~a* - Hebrew games for DOS with description starting with letter “A”
Report a bug
To report a bug, go to the ScummVM Issue Tracker and log in with your GitHub account.
Please make sure the bug is reproducible, and still occurs in the latest git/Daily build version. Also
check the compatibility list for that game, to ensure the issue is not already known. Please do not
report bugs for games that are not listed as completeable on the Supported Games wiki page, or on
the compatibility list. We already know those games have bugs!
Please include the following information in the bug report:
• ScummVM version (test the latest git/Daily build)
• Bug details, including instructions for how to reproduce the bug. If possible, include log files,
screenshots, and any other relevant information.
• Game language
• Game version (for example, talkie or floppy)
• Platform and Compiler (for example, Win32, Linux or FreeBSD)
• An attached saved game, if possible.
• If this bug only occurred recently, include the last version without the bug, and the first
version with the bug. That way we can fix it quicker by looking at the changes made.
Finally, please report each issue separately; do not file multiple issues on the same ticket. It is
difficult to track the status of each individual bug when they aren’t on their own tickets.
To help you report a bug, you can find error messages in the ScummVM log file. The location of
this file varies depending on your operating system.
247
ScummVM Documentation
Windows
%APPDATA%\ScummVM\Logs\scummvm.log
macOS
~/Library/Logs/scummvm.log
Linux
We use the XDG Base Directory Specification, so by default the file will be ~/.cache/scummvm/logs/
scummvm.log but its location might vary depending on the value of the XDG_CACHE_HOME environment
variable.
Contact us
249
Chapter 46
Contents
* 1.1 About
· 1.1.1. Is ScummVM an emulator?
· 1.1.2. Is ScummVM free?
· 1.1.3. Can I create my own games using ScummVM?
· 1.1.4. I want to compile ScummVM myself from the source code. How do I do
this?
· 1.1.5 Can I run my pirated/abandonware/warez/unauthorized copies of a
game?
250
ScummVM Documentation
* 2.1. General
· 2.1.1. ScummVM crashes, but the console window disappears too quickly to see
the error message.
· 2.1.2. I get “Failed to save game state to file: “. What’s going on?
· 2.1.3. I think I found a bug. What do I do?
* 2.2 Games
· 2.2.1. Help! My game won’t run!
· 2.2.2. I installed my game but ScummVM can’t find it. . . What do I do?
· 2.2.3. Why are the subtitles in my non-English game messed up?
· 2.2.4. My game crashes at a specific point. What do I do?
· 2.2.5. I downloaded the Broken Sword packs from your website but the game
won’t run.
* 2.3 Audio
· 2.3.1 Help! There’s no sound!
· 2.3.2 Help! There’s no sound on my iPhone/iPad!
· 2.3.3 I have a “talkie” version of a LucasArts game but I can’t hear the voices.
What’s the problem?
· 2.3.4 The audio is really glitchy. What can I do?
· 2.3.5. I have a CD version of a game, how do I get the sound to work without
running the game from the CD?
* 2.4 Graphics
· 2.4.1. There are so many options. . . How do I know what to pick?
· 2.4.2. Can I just make the image larger (for example, 1 pixel becomes 4 pixels)
without any smoothing or antialiasing?
251
ScummVM Documentation
· 2.4.3. The game colors are messed up, how do I fix them?
– 3. Features
* 3.1 Requests
· 3.1.1. When will you add support for ZIP archives?
· 3.1.2. Will ScummVM support other games in the future?
46.1 1. General
No! ScummVM actually replaces the original executable file that shipped with the game. This
means that your games can run on platforms they were never designed for! For an in-depth look at
how ScummVM works, see the About ScummVM wiki page.
ScummVM is released under the GPL (General Public License), so it’s more than just free. Scum-
mVM source code is available for you to do whatever you want with it, but if you make modifica-
tions and redistribute your work, you must make your source code available.
The ScummVM team would be delighted if you send them your modifications, so that the changes
you’ve made can be merged into the main source code. See the Developer Central wiki page for
contributing guidelines.
A few engines supported by ScummVM have publicly available authoring tools. See this wiki page
for more information.
1.1.4. I want to compile ScummVM myself from the source code. How do I do this?
Our project has a strict no-piracy policy. Hence, we do not provide any support when it becomes
evident that you did not obtain your game copy legally.
We outlined a more detailed response on our Wiki.
And no, “abandonware” is not a proper legal concept in any country. Just like how it’s not legal to
copy a book under copyright because it is out-of-print, it is not legal to copy a game under copyright
because the company is no longer selling it.
In addition, some versions of games downloaded from random websites may have been modified
to include malware that could compromise your computer.
For general guidance, see the Handling game files page. For platform-specific information, see the
relevant page in the OTHER PLATFORMS section of the sidebar.
ScummVM has cloud and LAN functionality to simplify the file transfer process. For more informa-
tion, see Connecting a cloud service and Using the local web server.
See our Platforms wiki page for a full list. We have guides available for many of the supported
platforms, see the relevant page in the OTHER PLATFORMS section of the sidebar.
Although the ScummVM project started by reverse-engineering just the LucasArts SCUMM games,
the project now supports hundreds of games from many different game developers. See the full list
of supported games here. There is a caveat; not all supported games are playable on all platforms.
Often this is because the game is simply too CPU intensive for the device, or because of some other
hardware or software limitation. If a game is not available on a platform, you will not be able to
add it to ScummVM.
Generally speaking, you do not need to install the games. You only need to point ScummVM to the
game files contained on these discs. For a complete guide, see Handling game files.
Ideally yes, however we know that a lot of people don’t! If you do not have any hard copy games,
there are some digital options available, including some games that have been released as freeware.
See the ScummVM Where to get the games wiki page.
The best place to check is the Compatibility page on the ScummVM website. You can also have a
look at the full list of supported games here.
1.3.7. I have saved games from when I played the original game - can I use these with ScummVM?
This is only supported for a select number of games. See the wiki page for the game you are
playing.
Games must be added to and started from the ScummVM Launcher; they cannot be started directly
from the game files. See Adding and playing a game.
A list of default shortcuts can be found on the Keyboard shortcuts page. From version 2.2.0 you can
also create custom shortcuts on the Keymaps tab.
1.3.11. What is the ScummVM policy on fanmade mods (unofficial subtitles & translations, up-
scaled graphics & audio, etc.)?
Some engines support fan mods, but ScummVM does not endorse any mods that infringe the copy-
right of the original rights holders. This includes graphic and audio “upscales” that redistribute
modified game assets without permission.
Several mods that exist with the permission of the original rights holders can be found on our
website.
46.2 2. Troubleshooting
2.1.1. ScummVM crashes, but the console window disappears too quickly to see the error message.
If you are using a computer, you can run ScummVM from the command line. By doing this, error
messages remain visible even after ScummVM exits.
You can also find error messages in the ScummVM log file. See The ScummVM log file.
2.1.2. I get “Failed to save game state to file: “. What’s going on?
1. Make sure your game is supported. Check the Compatibility page on the ScummVM website,
and the Platform Overview page on the wiki.
2. Check that you have all the required datafiles. See the Handling game files page.
3. Ask for advice on the ScummVM forums or on Discord. See the Contact us page.
4. If you think the game should run, and it doesn’t, report it as a bug. See Report a bug.
2.2.2. I installed my game but ScummVM can’t find it. . . What do I do?
Installing the game does not necessarily provide ScummVM with the files it needs. In most cases
you will need to copy the files from the disc into a folder ScummVM can access. See Handling game
files.
First, check the Compatibility page on the ScummVM website to see if the game has any known
issues. If not, and the crash can be reproduced, report the crash as a bug. See Report a bug.
2.2.5. I downloaded the Broken Sword packs from your website but the game won’t run.
These are not full games, they are re-encoded cutscene (video) packs. To run the games you still
need the original disks. See the Broken Sword wiki page.
ScummVM will not play any sound if your device is in Silent Mode. If this is not the problem, see
2.3.1 Help! There’s no sound!.
2.3.3 I have a “talkie” version of a LucasArts game but I can’t hear the voices. What’s the problem?
The original games shipped with an uncompressed voice file (MONSTER.SOU). If you have compressed
this file to an mp3 file (MONSTER.SO3), an Ogg Vorbis file (MONSTER.SOG), or a FLAC file (MONSTER.
SOF), make sure that the ScummVM you’re using has support for those formats.
2.3.5. I have a CD version of a game, how do I get the sound to work without running the game
from the CD?
See CD audio.
Start by checking out our Understanding the graphics settings page. It has comprehensive informa-
tion on how all this stuff works.
2.4.2. Can I just make the image larger (for example, 1 pixel becomes 4 pixels) without any smooth-
ing or antialiasing?
Yes. Using the OpenGL graphics mode or the SDL Surface graphics mode with Normal scaler in
conjunction with pixel-perfect stretch will result in a larger image without any smoothing. The
Normal scaler also has options to scale by 2x, 3x, or 4x. Also check that Filter graphics is not
enabled. If you want to use aspect ratio correction, it is recommended to use the OpenGL graphics
mode with the Even pixels scaling stretch mode.
Ensure the correct game platform has been detected. For example, with Amiga game files, check
that the platform is set to Amiga.
46.3 3. Features
We won’t. There are two main reasons: firstly, we believe that it would ease illegal distribution of
games, and secondly, we already support compression of sound and speech to reduce file sizes.
That depends on a few factors. Firstly, it has to fit within the scope of ScummVM. Secondly, there
has to be a developer who is interested and willing to carry out the work.
ScummVM developers are all volunteers who work on ScummVM in their spare time, solely for fun,
and not for profit. Reverse engineering a completely new game without the source code is a long
and difficult process. Even with source it can be tedious and time consuming.
Unless you work for a company interested in providing us with source code for one of their classic
titles, or want to do the work yourself, please do not ask us to add support for a new game.
Credits
Paweł Kołodziejski
Eugene Sandulenko
Einar Johan T. Sømåen
Lothar Serra Mari
47.1.2 PR Office
James Brown
Vincent Hamm ScummVM co-founder, Original Cruise/CinE author
Max Horn
Ludvig Strigeus Original ScummVM and SimonVM author
259
ScummVM Documentation
Access
Arnaud Boutonné
Paul Gilbert
ADL
AGI
Stuart George
Matthew Hoops (retired)
Filippos Karapetis
Martin Kiewitz
Paweł Kołodziejski
Walter van Niftrik
Kari Salminen
Eugene Sandulenko
David Symonds (retired)
AGOS
Torbjörn Andersson
Paul Gilbert
Travis Howell
Oliver Kiehl (retired)
Ludvig Strigeus (retired)
AGS
Paul Gilbert
Thierry Crozat
Walter Agazzi Maintenance, Game archival
Chris Jones Creator
Alan Van Drake AGS
continues on next page
Asylum
Alex Bevilacqua
Alex Fontoura
Alexander Panov
Benjamin Haisch
Filippos Karapetis
Joseph Davies
Julien Templier
Avalanche
Peter Bozsó
Arnaud Boutonné
BBVS
Benjamin Haisch
Blade Runner
Thanasis Antoniou
Thomas Fach-Pedersen
Peter Kohaut
Eugene Sandulenko
Buried
Matthew Hoops
CGE
Arnaud Boutonné
Paul Gilbert
CGE2
Peter Bozsó
Arnaud Boutonné
Paul Gilbert
Chamber
Retro-Junk;
Eugene Sandulenko
Chewy
Paul Gilbert
Eugene Sandulenko
Arnaud Boutonné
Filippos Karapetis
Cine
Composer
Alyssa Milburn
Crab
Kartik Agarwala
CruisE
Paul Gilbert
Vincent Hamm (retired)
Cryo
Arnaud Boutonné
Filippos Karapetis
Retro-Junk;
Eugene Sandulenko
Cryomni3D
Philippe Valembois
Director
Eugene Sandulenko
Crane Yang GSoC Student
Dmitry Iskrich
Deborah Servilla GSoC Student
Nathanael Gentry GSoC Student
Roland van Laar
Scott Percival
Steven Hoefel
Tobia Tesan
Misty De Méo
DM
Arnaud Boutonné
Bendegúz Nagy
Draci
Denis Kasak
Robert Špalek
Dragons
Eric Fry
Benjamin Haisch Actor pathfinding
Ángel Eduardo García Hernán- Help with reverse engineering
dez
Drascula
Filippos Karapetis
Paweł Kołodziejski
Thierry Crozat
DreamWeb
Torbjörn Andersson
Bertrand Augereau
Filippos Karapetis
Vladimir Menshakov
Willem Jan Palenstijn
Efh
Arnaud Boutonné
Freescape
Glk
Paul Gilbert
Tor Andersson GarGlk library
Stefan Jokisch Frotz interpreter
Andrew Plotkin Glulxe interpreter
Alan Cox ScottFree interpreter
Michael J. Roberts TADS interpreter
Avijeet Maurya Scott Sub-engine
Gnap
Arnaud Boutonné
Benjamin Haisch
Gob
Torbjörn Andersson
Arnaud Boutonné
Simon Delamarre
Sven Hesse
Eugene Sandulenko
Griffon
Eugene Sandulenko
Grim
Groovie
Henry Bush
Ray Carro
Scott Thomas
Jordi Vilalta Prat
Hades Challenge
Vladimir Serbinenko/Google
HDB
Eugene Sandulenko
Nipun Garg GSoC student
Hopkins
Arnaud Boutonné
Paul Gilbert
Hpl1
Emanuele Grisenti
Hugo
Arnaud Boutonné
Oystein Eftevaag
Eugene Sandulenko
Hypno
Gustavo Grieco
ICB
Paweł Kołodziejski
Joost Peters
Einar Johan T. Sømåen
Illusions
Benjamin Haisch
Eric Fry
Immortal
Michael Hayman
Kingdom
Arnaud Boutonné
Thomas Fach-Pedersen
Hein-Pieter van Braam-Stewart
Kyra
Lab
Arnaud Boutonné
Filippos Karapetis
Willem Jan Palenstijn
Eugene Sandulenko
Lastexpress
Lilliput
Arnaud Boutonné
Lure
Paul Gilbert
MacVenture
MADE
Benjamin Haisch
Filippos Karapetis
MADS
Arnaud Boutonné
Paul Gilbert
Filippos Karapetis
MM (Xeen)
Paul Gilbert
Benoit Pierre
TheDrakeRaider (M&M1 Gfx Mod)
David Goldsmith (Xeen analysis)
Matt Taylor (Xeen analysis)
Mohawk
Bastien Bouclet
Matthew Hoops (retired)
Filippos Karapetis
Alyssa Milburn
Eugene Sandulenko
David Turner
David Fioramonti
Mortevielle
Arnaud Boutonné
Paul Gilbert
mTropolis
Eric Lasota
MutationOfJB
L’ubomír Remák
Miroslav Remák
Myst 3
Bastien Bouclet
Nancy
Kaloyan Chehlarski
Walter van Niftrik
Neverhood
Benjamin Haisch
Filippos Karapetis
NGI
Eugene Sandulenko
Parallaction
peres
Pegasus
Petka
Andrei Prykhodko
Eugene Sandulenko
Pink
Andrei Prykhodko
Eugene Sandulenko
Plumbers
Retro-Junk;
Prince
Eugene Sandulenko
Łukasz Watka
˛
Kamil Zbróg
Private
Gustavo Grieco
Queen
SAGA
Torbjörn Andersson
Daniel Balsom Original engine reimplementation author (retired)
Filippos Karapetis
Andrew Kurushin
Eugene Sandulenko
SAGA2
SCI
Chris Benshoof
Greg Frieger
Paul Gilbert
Max Horn (retired)
Filippos Karapetis
Martin Kiewitz
Walter van Niftrik
Willem Jan Palenstijn
Jordi Vilalta Prat
Lars Skovlund
Colin Snover
SCUMM
Torbjörn Andersson
Andrea Boscarino Digital iMUSE, SMUSH audio, GUI
James Brown (retired)
Jonathan Gray (retired)
Vincent Hamm (retired)
Max Horn (retired)
Travis Howell
Paweł Kołodziejski Codecs, iMUSE, Smush, etc.
Gregory Montoir (retired)
Eugene Sandulenko FT INSANE, MM NES, MM C64, game detection, Herc/CGA
Ludvig Strigeus (retired)
SCUMM HE
Sherlock
Paul Gilbert
Martin Kiewitz
Sky
SLUDGE
Eugene Sandulenko
Simei Yin GSoC Student
Stark
Bastien Bouclet
Einar Johan T. Sømåen
Liu Zhaosong
Star Trek
Supernova
Joseph-Eugene Winzer
Jaromír Wysoglad
Thierry Crozat
Sword1
Sword2
Torbjörn Andersson
Fabio Battaglia PSX version support
Jonathan Gray (retired)
Sword2.5
Torbjörn Andersson
Paul Gilbert
Max Horn (retired)
Filippos Karapetis
Eugene Sandulenko
TeenAgent
Tetraedge
Matthew Duggan
Tinsel
Torbjörn Andersson
Fabio Battaglia PSX version support
Paul Gilbert
Sven Hesse
Max Horn (retired)
Filippos Karapetis
Joost Peters
Titanic
David Fioramonti
Paul Gilbert
Colin Snover
Toltecs
Benjamin Haisch
Filippos Karapetis
Tony
Arnaud Boutonné
Paul Gilbert
Alyssa Milburn
Toon
Sylvain Dupont
Touché
Trecision
Daniel Albano
Arnaud Boutonné
Thomas Fach-Pedersen Smacker video support
Filippos Karapetis
TsAGE
Arnaud Boutonné
Paul Gilbert
Tucker
TwinE
Ultima
Paul Gilbert
Matthew Duggan
Matthew Jimenez
Daniel c. Würl (Nuvie)
Eric Fry (Nuvie)
Jeremy Newman (Nuvie)
Jonathan E. Wright (Nuvie)
Joseph Applegate (Nuvie)
Malignant Manor (Nuvie)
Markus Niemistö (Nuvie)
Michael Fink (Nuvie)
Pieter Luteijn (Nuvie)
Sam Matthews (Nuvie)
Travis Howell (Nuvie)
Willem Jan Palenstijn (Nuvie)
Brian Tietz (Pentagram)
Dominik Reichardt (Pentagram)
Max Horn (Pentagram)
Patrick Burke (Pentagram)
Ryan Nunn (Pentagram)
Willem Jan Palenstijn (Pentagram)
V-Cruise
Eric Lasota
Voyeur
Arnaud Boutonné
Paul Gilbert
WAGE
Eugene Sandulenko
Watchmaker
Wintermute
Z-Vision
Adrian Astley
Filippos Karapetis
Anton Yarcev
Atari
Miro Kropáček
Android
Andre Heider
Angus Lees
Lubomyr Lisen
Dreamcast
Marcus Comstedt
GCW0
Eugene Sandulenko
John Willis
iPhone / iPad
LinuxMoto
Lubomyr Lisen
Maemo
Nintendo 3DS
Thomas Edvalson
Nintendo 64
Fabio Battaglia
Nintendo DS
Nintendo Switch
Cpasjuste
rsn8887
OpenPandora
John Willis
PocketPC / WinCE
PlayStation 2
Yotam Barnoy
Joost Peters
PlayStation Vita
Cpasjuste
rsn8887
SDL (Win/Linux/macOS/etc.)
SymbianOS
Jurgen Braam
Lars Persson
Fedor Strizhniou
Tizen / BADA
Chris Warren-Smith
Webassembly / Emscripten
Christian Kündig
WebOS
Klaus Reimer
Wii
Andre Heider
Alexander Reim
Raspberry Pi
Manuel Alfayate
Libretro
Giovanni Cascione
Infrastructure
Max Horn Backend & Engine APIs, file API, sound mixer, audiostreams,
data structures, etc. (retired)
Eugene Sandulenko
Johannes Schickel (retired)
GUI
Miscellaneous
47.1.10 Documentation
47.2.1 Packages
AmigaOS 4
Atari/FreeMiNT
Keith Scroggins
BeOS
Debian GNU/Linux
Fedora / RedHat
Haiku
Luc Schrijvers
macOS
Mandriva
MorphOS
BeWorld
Fabien Coeurjoly
Rüdiger Hanke (retired)
OS/2
Paul Smedley
RISC OS
Cameron Cawley
SlackWare
Robert Kelsen
Solaris x86
Laurent Blume
Solaris SPARC
Markus Strangl
Win32
Travis Howell
Lothar Serra Mari
Win64
Basque
Belarusian
Ivan Lukyanov
Catalan
Czech
Zbynìk Schwarz
Danish
Steffen Nyeland
scootergrisen
Dutch
Ben Castricum
Finnish
Toni Saarela
Timo Mikkolainen
French
Thierry Crozat
Purple T
Galician
Santiago G. Sanz
German
Simon Sawatzki
Lothar Serra Mari
Greek
Thanasis Antoniou
Filippos Karapetis
Hungarian
Alex Bevilacqua
George Kormendi
Italian
Matteo Angelino
Paolo Bossi
Walter Agazzi
Norwegian (Bokmål)
Norwegian (Nynorsk)
Polish
GrajPoPolsku.pl Team
Brazilian Portuguese
ScummBR Team
Marcel Souza Lemes
Portuguese
Daniel Albano
Russian
Eugene Sandulenko
Spanish
Tomás Maidagan
Jordi Vilalta Prat
IlDucci
Rodrigo Vegas Sánchez-Ferrero
Swedish
Hampus Flink
Adrian Frühwirth
Ukrainian
Lubomyr Lisen
CGE
CGE2
Drascula
Mortevielle
Prince
Supernova
Ori Avtalion Subtitle control options in the GUI; BASS GUI fixes
Stuart Caie Decoders for Amiga and AtariST data files (AGOS engine)
Paolo Costabel PSP port contributions
Martin Doucha CinE engine objectification
Thomas Fach-Pedersen ProTracker module player, Smacker video decoder
Tobias Gunkel Sound support for C64 version of MM/Zak, Loom PCE support
Dries Harnie Android port for ResidualVM
Janne Huttunen V3 actor mask support, Dig/FT SMUSH audio
Kovács Endre János Several fixes for Simon1
Jeroen Janssen Numerous readability and bugfix patches
Keith Kaisershot Several Pegasus Prime patches and DVD additions
Andreas Karlsson Initial port for SymbianOS
Stefan Kristiansson Initial work on SDL2 support
Claudio Matsuoka Daily Linux builds
Thomas Mayer PSP port contributions
Sean Murray ScummVM tools GUI application (GSoC 2007 task)
n0p Windows CE port aspect ratio correction scaler and right click
input method
Mikesch Nepomuk MI1 VGA floppy patches
Nicolas Noble Config file and ALSA support
Tim Phillips Initial MI1 CD music support
Quietust Sound support for Amiga SCUMM V2/V3 games, MM NES
support
Robert Crossfield Improved support for Apple II/C64 versions of MM
Andreas Röver Broken Sword I & II MPEG2 cutscene support
Edward Rudd Fixes for playing MP3 versions of MI1/Loom audio
Daniel Schepler Final MI1 CD music support, initial Ogg Vorbis support
André Souza SDL-based OpenGL renderer
Joel Teichroeb Android port for ResidualVM
Tom Frost WebOS port contributions
Special thanks to Prof. Dr. Gary Nutt for allowing the FreeSCI VM extension as a course project in
his Advanced OS course.
Special thanks to Bob Heitman and Corey Cole for their support of FreeSCI.
Grim
Myst 3
Stark
And to all the contributors, users, and beta testers we’ve missed. Thanks!
Tony Warriner and everyone at Revolution Software Ltd. for sharing with us the source of some of
their brilliant games, allowing us to release Beneath a Steel Sky as freeware. . . and generally being
supportive above and beyond the call of duty.
John Passfield and Steve Stamatiadis for sharing the source of their classic title, Flight of the Ama-
zon Queen and also being incredibly supportive.
Joe Pearce from The Wyrmkeep Entertainment Co. for sharing the source of their famous title
Inherit the Earth, for sharing the source of The Labyrinth of Time and for always replying promptly
to our questions.
Aric Wilmunder, Ron Gilbert, David Fox, Vince Lee, and all those at LucasFilm/LucasArts who made
SCUMM the insane mess to reimplement that it is today. Feel free to drop us a line and tell us what
you think, guys!
Alan Bridgman, Simon Woodroffe and everyone at Adventure Soft for sharing the source code of
some of their games with us.
John Young, Colin Smythe and especially Terry Pratchett himself for sharing the source code of
Discworld I & II with us.
Emilio de Paz Aragón from Alcachofa Soft for sharing the source code of Drascula: The Vampire
Strikes Back with us and his generosity with freewaring the game.
David P. Gray from Gray Design Associates for sharing the source code of the Hugo trilogy.
The mindFactory team for writing Broken Sword 2.5, a splendid fan-made sequel, and for sharing
the source code with us.
Neil Dodwell and David Dew from Creative Reality for providing the source of Dreamweb and for
their tremendous support.
Janusz Wiśniewski and Miroslaw Liminowicz from Laboratorium Komputerowe Avalon for provid-
ing full source code for Sołtys and Sfinx and letting us redistribute the games.
Jan Nedoma for providing the sources to the Wintermute-engine, and for his support while porting
the engine to ScummVM.
Bob Bell, David Black, Michel Kripalani, and Tommy Yune from Presto Studios for providing the
source code of The Journeyman Project: Pegasus Prime and The Journeyman Project 2: Buried in
Time.
Electronic Arts IP Preservation Team, particularly Stefan Serbicki, and Vasyl Tsvirkunov of Elec-
tronic Arts for providing the source code of the two Lost Files of Sherlock Holmes games. James M.
Ferguson and Barry Duncan for their tenacious efforts to recover the sources.
John Romero for sharing the source code of Hyperspace Delivery Boy! with us.
Steffen Dingel for sharing the source code of the Mission Supernova game with us.
The LUA developers, for creating a nice compact script interpreter.
Tim Schafer, for obvious reasons, and everybody else who helped make Grim Fandango a brilliant
game; and the EMI team for giving it their best try.
Bret Mogilefsky, for managing to create a SPUTM-style 3D LUA engine, and avoiding the horrible
hack it could have been.
Benjamin Haisch, for emimeshviewer, which our EMI code borrows heavily from.
Fabrizio Lagorio from Trecision S.p.A., for finding and providing the source code of many of their
games.
Release notes
For a more comprehensive changelog of the latest experimental code, see: https://github.
com/scummvm/scummvm/commits/
New games:
• Added support for macOS versions of Syberia and Syberia II.
• Added support for The Vampire Diaries, Nancy Drew: Secrets Can Kill, Nancy Drew: Stay
Tuned for Danger, Nancy Drew: Message in a Haunted Mansion, Nancy Drew: Treasure in
the Royal Tower and Nancy Drew: The Final Scene.
• Added support for Reah: Face the Unknown and Schizm: Mysterious Journey.
• Added support for Might and Magic Book One.
• Added support for Muppet Treasure Island.
• Added support for Primordia, Shardlight and Technobabylon.
• Added support for The Excavation of Hob’s Barrow, Strangeland and Whispers
of a Machine.
• Added support for Stranga and Cloak and Dagger’s AGS games.
• Added support for Adibou 1.
• Added support for Dark Side.
• Added support for Kingdom: The Far Reaches.
• Added support for Escape From Hell.
• Added support for Wrath of the Gods, Gadget: Invention, Travel and Adventure, The Dark
Eye, and 4 other Director titles.
New platforms:
299
ScummVM Documentation
• Restored debug commands: CTRL-G for toggling on-screen walkable grids, CTRL-T for dis-
playing debug information, SHIFT-M for displaying crosshairs for the mouse cursor and
George’s position, and keys 1 and 4 to toggle respectively slow and fast frame pacing mode.
• Restored the correct font for the game over screen.
• Fixed other various small inaccuracies.
• Overall the PC version of the game on ScummVM shouldn’t differ from the original executable
anymore.
• Implemented credits for the PSX version.
Sword2:
• Added support for Chinese translation.
Tinsel:
• Fix running out of soundreels error.
TwinE:
• Added support for Japanese translation.
Ultima:
• Improve Ultima VI responsiveness.
• Fix crash loading Ultima VI savegames when dialogs are open.
• Fix ordering of generated items in Ultima VI.
• Fix auto-readying throwing weapons in Ultima VI.
• Fix Ultima VI crash opening new-style spellbook gump.
• Fix Ultima VI actor doll and gump colors.
• Fix Ultima VI crash using look action on walls.
• Fix several other miscellaneous crashes.
• Fix spawners and projectiles to more closely match the original.
• Improved Ultima VI AdLib support and added Roland MT-32 support.
• Fix multiple Ultima VIII render order issues.
• Add support for Ultima VIII Spanish fan translation.
• Support Pentagram save game files.
• Added configurable double-click time for Ultima VIII.
Voyeur:
• Added support for German fan translation.
Xeen:
• Renamed ‘xeen’ engine to ‘mm’ for Might & Magic.
• Added custom engine option to replace the health gems with HP/SP bars.
RISC OS port:
• Double buffering is now used in full screen mode when V-sync is enabled.
• Added support for hardware palettes.
General:
• Fixed playback speed for Theora videos.
• Added scummvm.log file viewer.
• Exposed ScummVM debug level in the GUI (Misc tab).
• Fixed shader scaler loading failing in certain conditions.
• Fixed some screen shaking effects (as in DOTT) causing a crash on SDL1 ports.
AGI:
• Restored possibility to pick arbitrary render mode in Game Options.
AGS:
• Multiple additions to game detection tables.
• Fixed crashes in various games (commercial and freeware).
• Fixed graphical priority errors when using computers in Resonance, Kathy Rain and Blackwell
Convergence.
• Fix for some sounds not playing in “The Cat Lady” and other games.
• Reintroduced thumbnail creation for all savegames.
• Fixed regression for translation setting not being saved.
• Fixed translation bug in Zniw Adventure (linux version).
• Fixed wrong walkspeed in old games (e.g. Apprentice).
• Added small workaround for purple texts appearing transparent.
• Minor changes to debug/error messages and code style.
• Improved display of text.
CRYOMNI3D:
• Fixed files access preventing to finish Versailles.
Freescape:
• Added OpenGL shaders renderer.
• Games are loading original images from the data files.
• Refactored and expanded detection tables for Driller and other unsupported games.
• Reimplemented object/player collisions to be more robust.
HDB:
• Fixed bug with inability to pick up red envelope with keyboard.
Hypno:
• Support rendering Korean font for Wetlands.
Private:
• Dropped 16bit engine requirement.
SAGA:
• Fixed loading resources from the Amiga release of ITE.
• Fixed crash or misbehaviors when handling certain actor actions.
SAGA2:
• Fixed crash when hovering over certain spells.
SCUMM:
• Fixed music volume regression in Loom.
• Fixed a crash in Full Throttle when pressing ‘A’ in debug mode.
• Silence the warning for missing music files in Monkey Island 1 Ultimate Talkie.
• Fixed glitched or invisible cursor in Sam & Max when saving and reloading from the classic
menu.
• Fixed several savegame loading issues and crashes for early FM-Towns games.
• Fixed original GUI banners not disappearing properly in some edge cases.
Sword1:
• Added detection for Czech and Polish versions with DXA cutscenes.
• Added detection for alternative French and Italian versions.
• Added detection for Brazilian version published by TecToy.
Sword2:
• Added support for GOG.com version.
• Added detection for alternate Polish version.
Tinsel:
• Fixed reading older Discworld II savegames.
• Fixed unaligned accesses.
Tony:
New games:
• Added support for Soldier Boyz.
• Added support for C64 and ZX Spectrum versions of GLK Scott Adams Interactive Fiction
games.
• Added support for GLK Scott Adams adventures 1-12 in the TI99/4A format.
• Added support for Obsidian.
• Added support for Pink Panther: Passport to Peril.
• Added support for Pink Panther: Hokus Pokus Pink.
• Added support for Adibou 2 “Environment”, “Read/Count 4 & 5” and “Read/Count 6 & 7”.
• Added support for Driller/Space Station Oblivion (DOS/EGA/CGA, Amiga, AtariST, ZX Spec-
trum and Amstrad CPC versions).
• Added support for Halls of the Dead: Faery Tale Adventure II.
• Added support for Chop Suey, Eastern Mind, and 16 other Director 3 and Director 4 titles.
New platforms:
• Added support for the RetroMini RS90 under OpenDingux beta.
• Added support for the 1st generation Miyoo (New BittBoy, Pocket Go and PowKiddy Q90-
V90-Q20) under TriForceX MiyooCFW.
• Added support for the Miyoo Mini.
• Added support for KolibriOS.
General:
• Fixed a possible dead-end in the Ultimate Talkie Edition of Monkey Island 2, if one doesn’t
pick up a required item before Captain Dread brings Guybrush back to Scabb Island, at the
end of Part II.
• Fixed various original game bugs, oversights and continuity errors (only when using the
“Enable game-specific enhancements” setting).
• Improved the decoding of some Western European game strings when they’re displayed
through ScummVM’s interface, such as when pausing a game.
• Fixed the navigator head not pointing to some directions in Monkey Island 1, in the original
releases without the enhanced verb interface.
• Fixed slightly inaccurate text position in v4 games and in Loom v3.
• For Sam & Max, it is now possible to shoot down the text lines of the final credits with the
crosshair mouse cursor, just like in the original.
• Fixed lipsync issues in the final scene of Freddi Fish 4.
• Fixed The Dig and COMI loading cursors not being shown when they should.
• Improved the accuracy of some audio drivers, which was notably impacting the pitch bending
effect in the DOTT intro music.
• In COMI, only let Guybrush read the clock of Puerto Pollo in the English, Italian and (fan-
made) Russian versions of the game, matching the behavior of the original interpreters (prob-
ably because of the poor results in the other languages).
• Improved support for Hebrew HE game localizations.
• Fixed Roland MT-32 support in Sam & Max.
• Implemented original GUI and save menus for LucasArts games (DOS, Windows, Amiga,
Macintosh, FM-Towns, SegaCD, Atari ST, NES and Commodore 64 versions). Also activate
the general “Ask for confirmation on exit” option for a more authentic ’90s experience!
• Fixed minor timing issues for the SMUSH video engine, mostly affecting Full Throttle.
• Added a low latency audio mode to Full Throttle, The Dig and The Curse of Monkey Island;
this can improve audio performance expecially in non-desktop devices, but it is also a little
less accurate than the original.
• Implemented reloading CD audio for Monkey Island 1 and Loom (CD versions), when reload-
ing a save state.
Sherlock:
• Added support for Chinese Rose Tattoo.
Sky:
• Added support for Chinese Beneath a Steel Sky.
Sword1:
• Support Novy Disk Russian translation.
• Fixed launching various demos.
iOS port:
• Added pointer device support.
• Improved support for touchpad mode.
• Added support for games that use 32 bit pixel formats.
Nintendo DS port:
• Added a splash screen to the top screen when the launcher is active.
OpenDingux port:
• Added support for dynamic plugins.
PS Vita port:
• Added support for dynamic plugins.
PSP port:
• Improved support for games that use 32 bit pixel formats.
RISC OS port:
• Added support for 26-bit versions of RISC OS.
General:
• Various improvements to the icon-based grid view in the ScummVM launcher.
• Fixed possible graphics corruptions when using the OpenGL renderer.
AGS:
• Fixed a crash in AGDI’s KQ1 remake (and some other games), on big-endian systems.
AGOS:
• Fixed various bugs that lead to crashes in the demo versions of The Feeble Files and Personal
Nightmare and in the full version of Waxworks.
• Fixed pirate dialogue freeze in Simon the Sorcerer 2.
Asylum:
• Fixed the Keyboard Config screen.
• Added support for the keymapper feature to the dialog screen.
• The in-game menu is now accessible via a keyboard shortcut.
• Fixed a bug that caused the controls to be reset when leaving the Hive puzzle.
• Fixed animation of floating bodies in Chapter 4.
Ultima:
• Fixed rendering issue when moving the minimap off the screen.
• Fixed possible crash when using the autosave function.
SCI:
• Fixed various bugs and script issues in KQ4, KQ5, LB2, LONGBOW, PQ1, PQ3, QFG2, QFG3,
QFG4 and SQ5.
• Numerous improvements to various parts of the engine code.
SCUMM:
• Fixed potential lockups in games using iMuse.
• Prevented crashes caused by missing .SOU/.BUN files.
• Fixed crashes in v7-v8 games on strict-alignment platforms.
• Fixed speech lipsync for COMI on big-endian ports (such as PS3 or Wii).
Tinsel:
• Fixed an issue in Discworld that prevented some items from being placed in the inventory.
Toltecs:
• Fixed crashes on some strict-alignment platforms.
Toon:
• Fixed music and SFX being muted by default when adding the Toonstruck game.
Android port:
• Properly convert mouse coordinates between screen coordinates and virtual ones.
Windows port:
• Clearing the icons cache created a duplicate ScummVM folder in the APPDATA directory.
Fixed.
New games:
• Added support for Sanitarium.
• Added support for Hades Challenge.
• Added support for Marvel Comics Spider-Man: The Sinister Six.
• Added support for The 11th Hour.
• Added support for Clandestiny.
• Added support for Tender Loving Care (CD-ROM Editions).
• Added support for Uncle Henry’s Playhouse.
BBVS:
• Fixed the size of the main menu buttons being incorrect in some cases.
• Fixed crash at the end of the Hock-A-Loogie mini game.
Buried:
• Added support for skipping synchronous audio and video.
• The mouse pointer is now hidden during cutscenes.
• Implemented game pausing via Control-P.
• After saving, the player returns back to the game instead of the Biochip menu.
• The game is now always paused when the Biochip menu or the save/restore dialogs are open.
• Added metadata to saved games, including thumbnails, creation date and play time.
• Saved games are now sorted by slot, like in other engines, instead of being sorted alphabeti-
cally.
• The currently selected item is now stored in saved games.
• Comments from Arthur that play in the background can now be stopped with the space key
(the same key that replays Arthur’s last comment).
• The agent evaluation (current points) can now be shown with Control-D.
• Fixed global flag corruption in death screens.
Dreamweb:
• Added text to speech for dialogs and object descriptions.
Glk:
• Added support for ZX Spectrum games with graphics in the Scott sub-engine.
Kyra:
• Added support for the Traditional Chinese versions of Legend of Kyrandia 1 - 3.
• Added sound support for the Macintosh version of Legend of Kyrandia.
• Added support for playing the Macintosh non-talkie version of Legend of Kyrandia 1 directly
from the files on the CD. This means you no longer have to run the installer to extract the
data files.
NGI:
• Fixed the rolling bridge state in scene 13.
• Fixed getting stuck when teleporting to the foot in scene 30.
• Fixed inconsistent cactus state.
Private:
• Refactored code to allow rendering using the original 256 color palette.
• Rewrote timer handling routines to better approximate both the original hardware behavior
and the intepreters’ quirks.
• Fix lip syncing in Backyard Baseball 2003.
• Fixed various original game bugs and oversights in most of the LucasArts titles: https://wiki.
scummvm.org/index.php?title=SCUMM/Game_Enhancements. Most of these enhancements
can now be disabled in the game’s settings if one prefers playing with the original behavior.
• Added sliders for tweaking the CD audio playback in the MI1 CD intro, as well as VGA CD
Loom in general. Loom is particularly sensitive to the amount of silence at the start of the
track, and the CD version of MI1 never synced the music as well to the intro as previous
versions. See the Wiki for more details.
• Detect and reject the EGA floppy version of Monkey Island 1 that Limited Run Games sold
in their Monkey Island 30th Anniversary Anthology, if using the default DISK4 image, which
is corrupted. It’s possible to recover a working image from the KryoFlux dumps they also
provided.
• Fixed random number generation which fixes throwing in Backyard Baseball.
• Marked a workaround in Monkey Island 2 (FM-Towns version) as an enhancement; this
workaround originally restored a portion of the map chasing puzzle in Booty Island which
had been cut in the FM-Towns version of the game.
• Made the sentence line in Maniac Mansion work like the manual says, i.e. you can click on it
to execute the command.
Sherlock:
• Fixed slowdown in Serrated Scalpel intro when playing the game from a small installation.
• Fixed UI glitches in Serrated Scalpel.
Titanic:
• Fixed not being able to see House in Starfield puzzle.
TwinE:
• Fixed a bug in the collision code that made the game unfinishable due to the tank not moving
any further in scene 63.
• Fixed light angle calculation which produced rendering artifacts in a few scenes.
• Fixed polygon rendering method for the boat windows.
• Fixed wrong shooting direction for some actors.
• Fixed door movement in some situations.
Android port:
• Added hardware acceleration for 3D graphics.
• Improved touch controls.
macOS port:
General:
• Ported ResidualVM GUI theme to remastered version.
• Fixed edge case for Punycode.
• Fixed checking for savegame overwrite in autosave slot.
• Fixed moving savegame to new slot for most engines.
• Scalers are now supported with the OpenGL graphics mode.
AGOS:
• Fixed old Waxworks AdLib music regression.
AGS:
• Detection list updates.
Grim:
• Fixed default “Talk Speed” option value.
• Fixed black screen while entering save game name.
• OpenGL without shaders is preferred as default for Grim Fandango.
Kyra:
• Fixed graphical glitch in Legend of Kyrandia 3.
SAGA:
• Fixed digitized music not looping in Inherit the Earth.
SCUMM:
• Improved support for the high-resolution text in the 16-color Macintosh versions of Loom and
Indiana Jones and the Last Crusade.
• Improved OPL3 sound emulation for Sam&Max.
• Fixed music not looping in The Dig.
• Fixed crash when loading savegames from Humongous Entertainment games.
Sherlock:
• Fixed crash using matches on lab table.
• Fixed character animation in Rose Tattoo.
• Fixed glitch opening map in Rose Tattoo.
• Fixed bell pull and fog horn sounds in Serrated Scalpel.
• Fixed inventory not updating in Serrated Scalpel after examining watch.
• Fixed fog overlay at Cleopatra’s Needle in Rose Tattoo.
• Fixed graphic issues in Serrated Scalpel looking at items whilst inventory is open.
• Made Serrated Scalpel darts closer in speed to the original.
• Fixed crash when moving cursor past end of string in Rose Tattoo save dialog.
• Process pending key presses in the order they were made, not the most recent first.
• Fixed crash when using Delete key in Rose Tattoo save dialog.
• Fixed rare conversation bug in Serrated Scalpel that would happen when Lord Brumwell
started talking to you while the inventory window was open.
• Resume animations in Serrated Scalpel after conversations. This fixes the bug where Jock
Mahoney or Nobby Charleton would get stuck indefinitely, refusing to talk to you.
• Fixed various user interface glitches in both games.
Stark:
• Added OpenGL renderer (without shaders).
• Added TinyGL renderer.
• Fixed autosave handling.
TwinE:
• Numerous bugfixes and stability improvements.
Xeen:
• Fixed crash on startup loading constants from xeen.ccs.
• Fixed spell selection aborting when characters were switched.
• Fixed some bad memory accesses.
• Various sound fixes.
New games:
• Added support for Grim Fandango.
• Added support for The Longest Journey.
• Added support for Myst 3: Exile.
• Added support for Little Big Adventure.
• Added support for Red Comrades 1: Save the Galaxy.
• Added support for Red Comrades 2: For the Great Justice.
• Added support for Transylvania.
• Added support for Crimson Crown.
• Added support for OO-Topos.
• Added support for Glulx interactive fiction games.
• Added support for Lure of the Temptress Konami release.
• Added support for Private Eye.
• Added support for Spanish Blue Force.
• Added support for Spanish Ringworld.
• Added support for Spanish Amazon: Guardians of Eden.
• Added support for AGS Games versions 2.5+.
• Added support for Nightlong: Union City Conspiracy.
• Added support for The Journeyman Project 2: Buried in Time.
• Added support for Crusader: No Remorse.
• Added support for L-ZONE.
• Added support for Spaceship Warlock.
New ports:
• The Nintendo DS port got a major rewrite.
General:
• Switched ScummVM GUI output to UTF-32.
• Updated the Roland MT-32 emulation code to the Munt project’s mt32emu 2.5.1.
• Updated Dropbox Cloud Storage to use the new Dropbox OAuth workflow.
• Added support for Discord and Humble Bundle versions of Indiana Jones and the Fate of
Atlantis.
• Added smooth scrolling for FM-TOWNS versions of games.
• Added optional trimming to 200 pixels for some FM-TOWNS games, so aspect-ratio correction
is possible.
• Fixed audio distortion in Loom for PC-Engine.
• Added support for the high resolution font and cursor in the 16-color Macintosh version of
Loom.
• Added support for Japanese Mac version of The Dig.
• Added partial support for the high resolution fonts and cursor in the 16-color Macintosh
version of Indiana Jones and the Last Crusade.
• Fixed missing instruments in the m68k Mac versions of Monkey Island 2 and Indiana Jones
and the Fate of Atlantis.
• Added “Macintosh b/w” render mode for the 16-color Macintosh versions of Loom and Indi-
ana Jones and the Last Crusade.
• Enabled difficulty selection in the version of Monkey Island 2 that was included on the Lu-
casArts Mac CD Game Pack II compilation. (It had been disabled along with the copy protec-
tion.)
• Repaired clumsy crack in Maniac Mansion (enhanced)’s keypad script. This means that the
GOG and Steam versions will no longer accept incorrect numbers, e.g. for Edna’s phone
number. (Why are they selling a cracked version anyway?!)
• Added support for Low quality music in Macintosh version of Loom.
• Improved Digital iMUSE accuracy for Full Throttle and The Curse of Monkey Island. These
improvements also fix several audio related bugs for both games.
• Fixed a very old regression in the walk code for Full Throttle which softlocked the game.
• Improved the accuracy of the walk code for The Dig and The Curse of Monkey Island.
• Fixed a bug in The Curse of Monkey Island which prevented, during the cannon minigame in
Part 1, the destruction of one of the three destroyable turrets in the fort.
• Added animated cigar smoke to the close-up of captain Smirk in the CD version of Monkey
Island 1. It was present in earlier versions.
• Restored some missing Lemonhead lines in the English, Italian, German and Spanish CD
versions as well as the English Macintosh, FM-Towns and Sega CD versions of Monkey Island
1.
• Made the clock tower in Monkey Island 1 behave the same in the CD version as in earlier
versions, i.e. after examining it you have to leave the room and come back again for its
description to change.
Tinsel:
• Enabled the Return to Launcher feature.
Titanic:
• Fixed crashes when asking bots what I should do.
TsAGE:
• Added support for uninstalled floppy version.
Stark:
• Added support for Hungarian translation.
Supernova:
• Added Italian translation for part 1.
Sword25:
• Made the extracted version working.
• Fixed crash when selecting Croatian language.
Ultima:
• Ultima 4: Added several debugger commands.
• Ultima 4: Allow Enter key to exit ZStats display.
• Ultima 8: Fixed several animation bugs for events and objects.
• Ultima 8: Restored original text for the Spell of Resurrection book.
Xeen:
• Fixed occasional border corruption during fights.
• Improvements to cutscenes to better match the original games.
• Fixes for character selection, deselection, and dismissing to better match original.
• Added support for Russian version.
AmigaOS port:
• Added native system file browser feature.
• Re-activated nuked OPL Adlib driver.
Big-endian ports:
• Fixed crashes or rendering issues with the Blazing Dragons, Duckman and Full Pipe games.
iOS port:
• Fixed using arrow keys on physical keyboard in iOS 15.
• Fixed rotating the device while ScummVM is inactive.
• Added support for upside down portrait orientation.
macOS port:
• Added support for Dark Mode.
• Use OpenGL renderer by default, providing better support for HiDPI displays.
MorphOS port:
• Added native system file browser feature.
• Added Cloud feature.
• Re-activate nuked OPL Adlib driver.
• Added CAMD MIDI driver support.
Windows port:
• Use OpenGL renderer by default, providing better support for HiDPI displays.
New games:
• Added support for Blazing Dragons.
• Added support for Griffon Legend.
• Added support for Interactive Fiction games based on the following engines: ADRIFT (except
for version 5), AdvSys, AGT, Alan 2 & 3, Archetype (newly reimplemented for Glk from the
original Pascal sources), Hugo, JACL, Level 9, Magnetic Scrolls, Quest, Scott Adams, ZCode
(all ZCode games except the Infocom graphical version 6 games). Currently, more than 1600
games are detected and supported.
• Added support for Operation Stealth.
• Added support for Police Quest: SWAT.
• Added support for English translation of Prince and the Coward.
• Added support for Ultima IV - Quest of the Avatar.
• Added support for Ultima VI - The False Prophet.
• Added support for Ultima VIII - Pagan.
New ports:
• MorphOS port got a major rewrite.
General:
• Autosaves are now supported for all the engines.
• Errors are more likely to open the debugger, and be displayed, than just crash ScummVM.
• Games are sorted in GUI ignoring the articles.
• Now Hebrew is displayed correctly in GUI (requires FriBiDi library).
• Updated the Roland MT-32 emulation code to Munt 2.4.0.
• Added option to select the default voice for ports that support Text-to-Speech.
• Added support for Discord Rich Presence integration on supported platforms (Windows
Vista+, macOS 10.9+ 64 Bit).
• Major improvements to the keymapper.
• Games are now recognised by engineid:gameid combination.
BBVS:
• Added support for the demo, available from our website.
• Added support for the Loogie minigame demo.
Dreamweb:
• Added support for Russian fan-translation.
• Fixed animation speed.
Illusions:
• Fixed subtitle speed (set it to max for good speed).
• Added support for Russian Duckman.
Kyra:
• Added support for the SegaCD version of Eye of the Beholder I (with CD-Audio, animated
cutscenes and map function).
• Added support for the PC-98 version of Eye of the Beholder I.
• Added support for the Spanish versions of Eye of the Beholder I and II, Legend of Kyrandia
1 (CD-ROM fan translation) and Legend of Kyrandia 2 (floppy version and CD-ROM fan
translation). Fix Spanish Lands of Lore support (floppy version and CD-ROM fan translation).
Lab:
• Fixed sound looping in some rooms.
Neverhood:
• Added support for bigger demo, available from our website.
Prince:
• Fixed inventory item descriptions display.
• Added English translation.
• Fixed bug with infinite loop when looking at some objects.
Queen:
• Fixed loading a save game from the launcher.
• Fixed random long delays when starting a game.
SCI:
• Major improvements to Amiga and Mac sound drivers.
• Added support for Spanish playable Demo available from our website.
Titanic:
• Fixed Barbot crash after asking what else he needs.
Wintermute:
• Added subsystem for tracking achievements, implemented for 10+ games.
Xeen:
• Add missing sprite drawer for enemies hit by Energy Blast.
• Fixed freeze due to bad mob data at the top of Witches Tower.
• Fix crash loading some savegames directly from the launcher.
• Fix curing the well in Nightshadow.
• Fix loading of wall items from savegames.
• Fix U/D keys not working on Quests dialog.
• Fix incorrect mirror destination for Dragon Tower.
• Fix crash reading book in Great Pyramid safe.
• Prevent attributes from going negative.
• Fix border faces animation during Clairvoyance.
ZVision:
• Fixed regression in the safe puzzle in Zork Nemesis: The Forbidden Lands.
• Fixed getting perfect score in Zork: Grand Inquisitor.
Android port:
• Added support for immersive fullscreen mode.
• Improved keyboard and mouse input.
iOS port:
• Fixed unsupported graphic mode for some games (such as SCI games with high quality video
scaling enabled).
• Removed Quit button to follow the iOS design guidelines.
• Removed virtual keyboard input assistant bar. In particular this means that we no longer see
a bar at the bottom of the screen when using an external keyboard.
• Added save of current game state if possible when switching to a different task and restore
game state when returning to the ScummVM task.
Linux port:
• Added option to use the system file browser instead of the ScummVM file browser.
MacOS X port:
• Fixed blurry on Retina screens. Unfortunately this required dropping support for the dark
theme for window decorations.
• Fixed Taskbar icon display when running a game (this was broken since ScummVM 1.9.0).
RISC OS port:
• Added a VFP optimized build for newer hardware.
Windows port:
• Added support for using additional OneCore voices for text to speech.
• Active support for Windows Vista and lower is now discontinued. While we still provide
builds for those systems in the foreseeable future, some newer features might be missing.
Windows port:
• Fixed an issue with the Sparkle updater which lead to an infinite update loop.
MacOS X port:
• Fixed application freeze on start on Mac OS X 10.5 and older.
• Fixed application icon on Mac OS X 10.5 and older.
General:
• Fixed crash when switching certain languages in GUI.
• Fixed ESC erroneously saving the changes in the options dialog.
• Improvements in FM-TOWNS/PC-98 audio.
• Improved Greek language support in the GUI.
Networking:
• Improved error handling.
• Only download saves when necessary.
Bladerunner:
• Fixed buggy savestate in some scenes.
• Added engine checkbox to target 120fps.
• Fixed thumbnail portability.
• Use virtual keyboard on save screen on relevant platforms.
Kyra:
• Fixed EOB1-Amiga ending sequence (which would play only if you achieved all bonus quests).
• Fixed monster random item drop chance in EOB1.
• Added handling for the secret potion in the Legend of Kyrandia 2.
• Fixed sound issues in the Legend of Kyrandia 2.
• Fixed graphics glitches in Legend of Kyrandia 1 and 3, EOB1 and EOB2-FM-TOWNS.
Mohawk:
• Persist changes in game options across sessions.
Queen:
• Fixed regression with the display of the bellboy dialogue.
SCI:
• Numerous game script fixes in CAMELOT, ECO2, GK1, GK2, KQ7, PHANT1, PQ1VGA, QFG3,
QFG4, SQ5 and SQ6.
• Implement horizontal and FM-TOWNS type screen shake.
• Added support for Phantasmagoria 1 censored mode.
• Added support for Polish LSL7.
• Added support for Italian GK2.
• Added support for Portuguese GK2.
• Added support for Russian KQ7.
• Added support for Russian SQ1VGA.
• Added support for GK2 fan-made subtitle patches.
SCUMM:
• Added support for Pajama2 (UK release).
Supernova:
• Hooked F5 to the Main Menu.
Toltecs:
• Added Czech version support.
• Fixed exiting from game menus when returning to the launcher.
Wintermute:
• Added several missing game variants and demos to the detection tables.
• Fixed regression with stack handling.
• Fixed the behavior of edit boxes.
New games:
• Added support for Blade Runner.
• Added support for Duckman: The Graphic Adventures of a Private Dick.
• Added support for Hoyle Bridge.
• Added support for Hoyle Children’s Collection.
• Added support for Hoyle Classic Games.
• Added support for Hoyle Solitaire.
• Added support for Hyperspace Delivery Boy!
• Added support for Might and Magic IV - Clouds of Xeen.
• Added support for Might and Magic V - Darkside of Xeen.
• Added support for Might and Magic - World of Xeen.
• Added support for Might and Magic - World of Xeen 2 CD Talkie.
• Added support for Might and Magic - Swords of Xeen.
• Added support for Mission Supernova Part 1.
• Added support for Mission Supernova Part 2.
• Added support for Quest for Glory: Shadows of Darkness.
• Added support for The Prince and the Coward.
• Added support for Versailles 1685.
New ports:
• Added Nintendo Switch port.
General:
• Improved GUI rendering and overall GUI performance.
• Added stretch mode option to control how the display is stretched to the window or screen
area.
• Fixed incorrect cursor movement when it’s controlled using the keyboard.
• Updated the Roland MT-32 emulation code to Munt 2.3.0.
• Improved unknown game variants reporting.
• Enabled cloud support.
• Added Text to Speech capabilities for better accessibility on some platforms.
ADL:
• Improved color accuracy.
SCUMM:
• Implemented lipsync for v6 and v7+ games.
• Improved Audio quality in Humongous Entertainment games by using the Miles AdLib driver.
• Fixed possible stack overflows in The Dig and Full Throttle.
• Fixed original speech glitch on submarine in Indiana Jones and the Fate of Atlantis. Users
need to recompress their monster.sou using an up-to-date version of scummvm-tools for this
to take effect when using compressed audio.
• Fixed an issue in the wig maker room in the German version of SPY Fox 3: Operation Ozone
which makes the game completable.
• Added sound driver for the Amiga versions of Monkey Island 2 and Indiana Jones and the
Fate of Atlantis.
Sherlock:
• Fixed crash in Spanish version talking to lady in Tailor shop.
SKY:
• Added workaround for original game bug to improve intro and not cut off images which exist
as fullscreen (320x200px) in the game data files.
Tinsel:
• Fix loading Discworld 1 savegames from the launcher where Rincewind had a held item.
• Script patch for hang in Discworld 1 GRA using items on Temple big hammer.
• In Discworld 1, Held items being released that were never in the Luggage or Rincewind’s
inventory will now be automatically dropped into the Luggage rather than being lost.
Titanic:
• Fixed bug in entering floor numbers numerically that could crash the game.
• Fixed parser not getting properly reset across sentences in a conversation.
• Fixed endless busy cursor on Titania closeup when brain slots are incorrectly inserted.
• Fixed loading saves in front of Barbot could cause him to go into an infinite animation loop.
• Fixed crash asking Parrot who sabotaged the ship.
Tucker:
• Fixed multiple graphic issues in Bud Tucker in Double Trouble.
• Fixed multiple issues with font and subtitle rendering.
• Fixed dentist music in mall being played incorrectly.
• Fixed wrong sound effects being played.
• Fixed a bug that made the bubbles in the Plugs Shop not always visible.
• Fixed a missing animation when Ego and Billie are on the boat.
• Fixed a bug that caused a dead end in the second museum scene.
• Bud is no longer able to walk outside the walkable area when visiting the club.
• Bud is also no longer able to walk through closed doors.
• Added mouse wheel support for inventory scrolling.
• Allow skipping of speech.
• Improved savegame handling and added support for autosaves.
ZVISION:
• Fixed graphical glitch in Zork: Grand Inquisitor.
• Packaged the required fonts with ScummVM.
• Enabled hires movies in the DVD version of Zork: Grand Inquisitor (requires libmpeg2 and
libac52).
Android port:
• Rewrote to make use of the OpenGL Graphics Manager.
• Added a button to show the virtual keyboard.
• Implemented clipboard support.
• Use the dedicated GUI option for enabling the touchpad mode.
• Added code for searching accessible external media.
iOS port:
• Added support for Smart Keyboard.
• Added three-fingers swipe gestures to simulate arrow keys.
• Added pinch in and out gestures to show and hide the keyboard.
• Added scrollable accessory bar above the keyboard with keys not present on the keyboard.
macOS port:
• Added option to use the ScummVM file browser instead of the system file browser.
• Added access to documentation from the Help menu.
PS Vita port:
• Implemented front touch and optional rear touch controls.
PSP port:
• Implemented aspect ratio correction.
• Improved smoothness of mouse pointer motion.
• Added mouse pointer speed and analog nub deadzone settings.
SDL ports (including Windows, Linux, macOS):
New Games:
• Added support for Full Pipe.
• Added support for Hi-Res Adventure #3: Cranston Manor.
• Added support for Hi-Res Adventure #4: Ulysses and the Golden Fleece.
• Added support for Hi-Res Adventure #5: Time Zone.
• Added support for Hi-Res Adventure #6: The Dark Crystal.
• Added support for Riven.
• Added support for Starship Titanic English & German.
New Games (Sierra SCI2 - SCI3):
• Added support for Gabriel Knight.
• Added support for Gabriel Knight 2.
• Added support for King’s Quest VII.
• Added support for King’s Questions.
• Added support for Leisure Suit Larry 6 (hires).
• Added support for Leisure Suit Larry 7.
• Added support for Lighthouse.
• Added support for Mixed-Up Mother Goose Deluxe.
• Added support for Phantasmagoria.
• Added support for Phantasmagoria 2.
• Added support for Police Quest 4.
• Added support for RAMA.
• Added support for Shivers.
New Games:
• Added support for Myst.
• Added support for Myst: Masterpiece Edition.
• Added support for U.F.O.s.
• Added support for Hi-Res Adventure #0: Mission Asteroid.
• Added support for Hi-Res Adventure #1: Mystery House.
• Added support for Hi-Res Adventure #2: The Wizard and the Princess.
General:
• Fixed audio corruption in the MS ADPCM decoder.
• Fixed audio pitch in the CMS/GameBlaster emulation.
• Switched SDL backend to SDL2 by default. SDL1 is still a fallback.
AGI:
• Added support for Hercules rendering. Both green and amber modes are supported.
• Added support for the Hercules high resolution font. The font is also usable outside of Her-
cules rendering.
• Added optional “pause, when entering commands” feature, that was only available in the
original interpreter for Hercules rendering.
Beneath a Steel Sky:
• Fixed a bug that could possibly make the game unfinishable due to a wrong animation for
Officer Blunt that makes further interaction with this character impossible.
Gob:
• Fixed graphical issues in Gobliiins (EGA version).
Kyra:
• Updated Italian EOB1 translation.
• Fixed a bug that caused a crash in Lands of Lore.
SCI:
• Fixed a missing dialog line in QfG3 which awards the player with 3 additional points. This is
a bug in the original game interpreter. Due to this bug, it was not possible to get all points in
the original game.
• Fixed a bug in Space Quest 1 that caused issues with the spider droid.
• Fixed a bug in Laura Bow: The Colonel’s Bequest that could cause a lock-up when interacting
with the armor in room 37 (main house, downstairs). This bug is also present in the original
game.
• Fixed auto-saving in the fan-made Cascade Quest.
• Fixed a game bug in the Conquests of Longbow scripts that could cause crashes in Sherwood
Forest.
• Added support for the ImagiNation Network (INN) demo.
SCUMM:
• Fixed missing translations in the in-game quit and restart dialogs in Pajama Sam 1.
• Fixed visual glitches in DOTT that occurred after loading a savegame with the stereo in Green
Tentacle’s room turned on.
• Improved timing and pathfinding in Maniac Mansion (C64 and Apple II versions).
• Added support for the Dutch demo of Let’s Explore the Airport with Buzzy.
Sherlock:
• Fixed a bug that could cause a crash in The Case of the Serrated Scalpel.
• Fixed an issue with item hotspots in The Case of the Serrated Scalpel.
• Fixed a bug that caused game lockups in the inventory of The Case of the Rose Tattoo.
Amiga port:
• Added support for AmiUpdate autoupdates.
Linux port:
• Added basic support for the snap packaging system.
Windows port:
• Fixed taskbar support on Windows 10 onwards.
• Fixed keymapping for non-QWERTY keyboards.
• Added support for WinSparkle updater.
New ports:
• Added Nintendo 3DS port.
• Added Android SDL port.
General:
• Removed TESTING flag from several supported games.
• Added Chinese Pinyin translation.
• Fixed cursor stuttering in the launcher that occurred on some systems.
BBVS:
• Fixed game restart.
CinE:
• Fixed sound effect loading.
Drascula:
• Fixed text alignment to be faithful to the original.
• Fixed character walking off screen.
• Fixed loading savegames in the Pendulum scene.
• Fixed wrong background for inventory items during chapter 6 in the Spanish version.
• Fixed animations speed (they were running two times slower than in the original engine).
• Fixed noise at start and/or end of speech. This was most noticeable with the Spanish speech.
• Fixed delay when interacting with the verb menu and the inventory.
• Fixed possibility to pick up the axe in the castle multiple times.
Gob:
• Fixed lock up for some games during sound initialization.
KYRA:
• Fixed potential crash when using swamp snake potion on the rat in Hand of Fate. (NOTE:
This fix was included in version 1.8.0, but it was not added to the NEWS file).
• Fixed missing voice reactions when hitting enemies in CD version of Lands of Lore.
Lab:
• Fixed lock-up during ending sequence.
• Improved internal game controls.
• Fixed lock-up during some in-game animations.
SAGA:
• Fixed user interface colors in the French and German versions of I Have No Mouth and I Must
Scream.
SCI:
• Make cursor workarounds work properly on OpenPandora (and other devices, that support
touch screen and analog sticks/mouse at the same time).
• Script patch to fix broken ending battle in multilingual King’s Quest 5 (French, German +
Spanish versions are all broken).
• Fixed invalid memory access, when loading broken King’s Quest 5 credit music track.
• Fixed lowres/hires issues in King’s Quest 6 when saving, changing the lowres/hires setting
and restoring the saved game afterwards.
SCUMM:
• Fixed detection of Maniac Mansion from Day of the Tentacle in the Windows version of Scum-
mVM.
• Fixed a sound effect not stopping in Loom EGA with AdLib.
Broken Sword 2.5:
• Added option to use English speech instead of German one when no speech is available for
the selected language.
• Fixed resource releasing on game exit.
New Games:
• Added support for Rex Nebular and the Cosmic Gender Bender.
• Added support for Sfinx.
• Added support for Zork Nemesis: The Forbidden Lands.
• Added support for Zork: Grand Inquisitor.
• Added support for The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel.
• Added support for The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo.
• Added support for Beavis and Butthead in Virtual Stupidity.
• Added support for Amazon: Guardians of Eden.
• Added support for Broken Sword 2.5: The Return of the Templars.
• Added support for The Labyrinth of Time.
New Ports:
• Added Raspberry Pi port.
• Added GCW0 port.
General:
• Updated Munt MT-32 emulation code to version 1.5.0.
SDL:
• Alt-x no longer quits ScummVM. Use Cmd-q/Ctrl-q/Ctrl-z instead; see README.
• On POSIX systems we now follow the XDG Base Directory Specification for placement of files
for users. This effectively results in new locations for our configuration file, our log file,
and our default savegame path. We still support our previous locations. As long as they are
present, we continue to use them. Please refer to the README for the new locations. File
locations on Mac OS X are not affected by this change.
3 Skulls of the Toltecs:
• Improved AdLib music support.
AGI:
• It is now possible to disable mouse support (except for Amiga versions and fanmade games,
that require a mouse).
• Fixed PCjr sound volumes.
• Major rewrite of graphics subsystem.
• Support for Apple IIgs, Amiga + Atari ST transitions, fonts and mouse cursors. The Atari ST
8x8 system font is not included with ScummVM.
• Added ability to make for example a PC version look like an Apple IIgs version. This includes
palette, cursor, transition and even font. Just set corresponding render mode.
• Fixed Apple IIgs game versions running too fast.
• Added support for automatic saving/restoring used by Mixed Up Mother Goose.
• Removed forced two second delay on room changes; replaced with heuristic.
• Fixed certain key bindings breaking after saving/reloading.
AGOS:
• Fixed arpeggio effect used in music of Amiga version of Elvira 1.
• Fixed loading and saving progress in the PC version of Waxworks.
• Fixed verb area been removed in Amiga versions of Simon the Sorcerer 1.
• Added Accolade AdLib & MT-32 music drivers for the games: Elvira 1, Elvira 2, Waxworks
and Simon the Sorcerer 1 demo.
• Added Simon the Sorcerer 1 AdLib output. This vastly improves the AdLib output and makes
it closer to the original.
Broken Sword 1:
• Fixed Macintosh version speech when running on big endian systems.
• Fixed loading from Main Menu in bull’s head scene, and maybe other scenes.
CinE:
• Added support for music in CD version of Future Wars.
MADE:
• Improved AdLib music support in Return to Zork.
SAGA:
• Improved AdLib music support.
SCI:
• Handling of music priority has been greatly improved.
• A lot of fixes for original game script bugs that also occurred when using the original inter-
preter. This affects the following games: KQ6 (Dual Mode), LSL5, PQ1, QfG1 (EGA), QfG1
(VGA), QfG2, QfG3, SQ1, SQ4 (CD).
• Restoring from the ScummVM in-game menu should now work all the time.
• Improved support for Japanese PC-9801 games.
• Default to hi res version of KQ6, changeable using engine option.
SCUMM:
• Major improvements to Korean versions text rendering.
• Implemented original Maniac Mansion v0-v1 walking code.
• It is now possible to play Maniac Mansion from within Day of the Tentacle, with a few caveats.
See README for details.
• Alt-x can now be used to quit SCUMM games on all platforms.
• Improved lip sync animation in later HE games.
Tinsel:
• Improved AdLib music support in Discworld 1.
New Games:
• Added support for Chivalry is Not Dead.
• Added support for Return to Ringworld.
• Added support for The Neverhood.
• Added support for Mortville Manor.
• Added support for Voyeur.
General:
• Updated Munt MT-32 emulation code to version 1.3.0.
• Switched from our custom JPEG and PNG decoders to libjpeg(-turbo) and libpng, which are
faster and can handle more images. (NOTE: The change to libpng was done in version 1.6.0,
but it was not added to the NEWS file).
• Added generic OpenGL (ES) output (based on GSoC Task).
SCUMM:
• Changed the saved game naming scheme of HE games to always contain the target name.
• Fixed having multiple coaches in Backyard Football.
• Improved AdLib support for Loom and Indiana Jones and the Last Crusade. This makes sound
effects like, for example, the typewriter and waterfall in Indiana Jones and the Last Crusade
sound like in the original.
• Added support for the Steam versions of Indiana Jones and the Last Crusade, Indiana Jones
and the Fate of Atlantis, Loom and The Dig. Both the Windows and the Macintosh versions
are supported.
Tony:
• Savegames in Tony Tough now work on big-endian systems.
Tinsel:
• Discworld 1 and 2 no longer crash on big-endian systems.
Android port:
• Added experimental support for the OUYA console.
PS2 port:
• Added configurable TV modes: NTSC and PAL.
• Added configurable graphics modes: SDTV progressive, SDTV interlaced, EDTV progressive
and VESA.
• Added a configuration option for the HDD partition used.
• Added a configuration option for the IP address used.
• Added a configuration option to toggle USB mass storage.
Tizen port:
• The BADA port has been merged/updated into Tizen.
New Games:
• Added support for 3 Skulls of the Toltecs.
• Added support for Eye of the Beholder.
• Added support for Eye of the Beholder II: The Legend of Darkmoon.
• Added support for Hopkins FBI.
• Added support for Tony Tough and the Night of Roasted Moths.
• Added support for The Journeyman Project: Pegasus Prime.
• Simplified the movie speed options, and added a custom option for The 7th Guest. Movie
options are now “normal” and “fast”, with the latter changing the movie speed in T7G to
match the faster movie speed of the iOS version. The game entry might need to be readded
in the launcher for the new setting to appear.
SAGA:
• Added music support for the Macintosh version of I Have No Mouth and, I Must Scream.
SCUMM:
• Implemented Monkey Island 2 Macintosh’s audio driver. Now we properly support its sample
based audio output. The same output is also used for the m68k Macintosh version of Indiana
Jones and the Fate of Atlantis.
• Improved music support for the Macintosh version of Monkey Island 1. It now uses the
original instruments, rather than approximating them with General MIDI instruments, and
should sound a lot closer to the original.
• Added sound and music support for the Macintosh version of Loom.
• Handle double-clicking in the Macintosh version of Loom.
• Major bugfixes in INSANE (the Full Throttle bike fights).
TOUCHE:
• Added support for Enhanced Music by James Woodcock (http://www.jameswoodcock.co.uk/
category/scummvm-music-enhancement-project/).
New Games:
• Added support for Backyard Baseball 2003.
• Added support for Blue Force.
• Added support for Darby the Dragon.
• Added support for Dreamweb.
• Added support for Geisha.
• Added support for Gregory and the Hot Air Balloon.
• Added support for Magic Tales: Liam Finds a Story.
• Added support for Once Upon A Time: Little Red Riding Hood.
• Added support for Sleeping Cub’s Test of Courage.
• Added support for Soltys.
• Added support for The Princess and the Crab.
General:
• Updated MT-32 emulation code to latest munt project snapshot. The emulation improved
dramatically.
• Implemented support for TrueType fonts via FreeType2 in our GUI. Along with it GNU Free-
Font was also added to our modern theme. Note that not all ports take advantage of this.
• Added Basque translation.
• Added custom game and engine options in the AGI, DREAMWEB, KYRA, QUEEN, SKY and
SCI engines. It is now possible to toggle these options via the Engine tab when adding or
editing a configuration for a game. In most cases, you will have to run each game once or
readd them all in ScummVM’s launcher in order to get the custom options tab.
• Improved predictive dialog look.
• Various GUI improvements.
Broken Sword 1:
• Fixed incorrect sound effects in the DOS/Windows demo.
• Added support for PlayStation videos.
• Fixed missing subtitles in the demo.
Broken Sword 2:
• Added support for PlayStation videos.
Cine:
• Implemented Roland MT-32 output driver.
Drascula:
• Added Spanish subtitles in the Von Braun cutscene (#5372: no subtitles in scene with “von
Braun”).
Gob:
• Fixed a crash in Lost in Time.
• Rewrote the AdLib player. Enabled the now working MDY player in Fascination and Geisha.
SCUMM:
• Added support for the Macintosh version of SPY Fox in Hold the Mustard.
• Added a difficulty selection dialog for Loom FM-TOWNS.
• Fixed graphical glitches in HE98 version of Pajama Sam’s Lost & Found.
iPhone port:
• Changed “F5 (menu)” gesture to open up the global main menu instead.
• Added support for custom cursor palettes, this makes the moderm theme use the red pointer
cursor for example.
• Added aspect ratio correction feature.
AGOS:
• Fixed loading videos directly from InstallShield cabinets in the Windows version of the The
Feeble Files.
BASS:
• Added support for Enhanced Music by James Woodcock (http://www.jameswoodcock.co.uk/
?p=7695).
Broken Sword 2:
• Slight graphics improvement for PSX version.
KYRA:
• Fixed bug in the original Lands of Lore GUI which made ScummVM error out in the case the
user did not have a contiguous save slot usage.
• Add support for original DOS Lands of Lore save files (also applies to save files made with the
GOG release).
SCI:
• Fixed race condition in SCI1.1 palette changes. This fixes an error in QFG1VGA, when sleep-
ing at Erana’s place.
• The option to toggle sound effect types between digitized and synthesized has been disabled
until a more user-friendly GUI option is possible. Digital sound effects are always preferred
for now.
• Fixed a case where starting a new song didn’t fully reset its channels, thus some notes sounded
wrong.
New Games:
• Added support for Lands of Lore: The Throne of Chaos.
• Added support for Blue’s Birthday Adventure.
• Added support for Ringworld: Revenge Of The Patriarch.
• Added support for the Amiga version of Conquests of the Longbow.
New Ports:
• Added PlayStation 3 port.
General:
• Fixed the ARM assembly routine for reverse stereo audio.
• Added support for building with MacPorts out of the box.
AGI:
• Implemented sound support for the DOS version of Winnie the Pooh in the Hundred Acre
Wood.
AGOS:
• Implemented support for loading data directly from InstallShield cabinets in The Feeble Files
and Simon the Sorcerer’s Puzzle Pack.
• Fixed loading and saving in the PC version of Waxworks.
• Fixed music in the PC versions of Elvira 1/2 and Waxworks.
Groovie:
• Added support for the iOS version of The 7th Guest.
Lure:
• Fixed crash when trying to talk and ask something at the same time.
SCI:
• Added better handling of digital vs. synthesized sound effects. If the “Mixed AdLib / MIDI
mode” checkbox is checked, the engine will prefer digital sound effects, otherwise their syn-
thesized counterparts will be preferred instead, if both versions of the same effect exist.
SCUMM:
• Implemented PC Speaker support for SCUMM v5 games.
• Fixed priority bug in iMuse. As a result the AdLib music should sound better, since important
notes are not interrupted anymore.
• Implemented CMS support for Loom, The Secret of Monkey Island and Indiana Jones and the
Last Crusade.
• Improved palette handling for the Amiga version of Indiana Jones and the Fate of Atlantis.
Broken Sword 1:
• Fix freeze in Windows demo.
• Fix crash when using cutscene subtitles pack with the Macintosh version.
Tinsel:
• Fixed deleting saved games from the list of saved games (from the launcher and the in-game
ScummVM menu).
• The US version of Discworld II now shows the correct title screen and language flag.
Android port:
• Fixed plugins on Android 3.x.
• Moved the default saved game location to the SD card.
General:
• Improved audio device detection and fallback. There should be no more silent errors due to
invalid audio devices. Instead ScummVM should pick up a suitable alternative device.
Mohawk:
• Added detection entries for more variants of some Living Books games.
Tinsel:
• Fixed a regression that made Discworld uncompletable.
SAGA:
• Fixed a regression in Inherit the Earth’s dragon walk code which was causing crashes there.
• Fixed a regression causing various crashes in I Have No Mouth and I Must Scream.
SCI:
• Added detection entries for some Macintosh game versions.
• Audio settings are now stored correctly for the CD version of EcoQuest 1.
SCUMM:
• Fixed graphics bug in FM-TOWNS versions of games on ARM devices (Android, iPhone, etc.).
New Games:
• Added support for Backyard Baseball.
• Added support for Backyard Baseball 2001.
• Added support for Urban Runner.
• Added support for Playtoons: Bambou le Sauveur de la Jungle.
• Added support for Toonstruck.
• Added support for Living Books v1 and v2 games.
• Added support for Hugo’s House of Horrors, Hugo 2: Whodunit? and Hugo 3: Jungle of
Doom.
• Added support for Amiga SCI games (except Conquests of the Longbow).
• Added support for Macintosh SCI1 games.
New Ports:
• Added WebOS port.
General:
• Added support for loadable modules on platforms without a dynamic loader (GSoC Task).
• Added Danish translation.
• Added Norwegian Bokmaal translation.
• Added Norwegian Nynorsk translation.
• Added Swedish translation.
• Added Debug Console to Cine, Draci, Gob, MADE, Sword1, Touche and Tucker Engines.
• Closed significant memory leaks. RTL should now be more usable.
AGOS:
• Closed memory leaks in Simon 2 and Feeble Files.
Cine:
• Corrected memory leaks and invalid memory accesses. Future Wars should be more stable.
• Made Operation Stealth completable, though significant graphical glitches remain so not of-
ficial supported.
Drascula:
• Added German and French subtitles in the Von Braun cutscene (#5372: no subtitles in scene
with “von Braun”).
• Improved French translation of the game.
• Fixed a bug that caused a lockup in the SCI1 CD version of Mixed Up Mother Goose, after
Tommy Tucker’s song.
• Fixed a script bug in the CD version of King’s Quest 5, which caused a lockup under certain
circumstances when going outside the witch’s house in the dark forest.
• Function keys now work correctly when the num lock key is on.
• Improved support for fanmade game scripts.
• Improved support for non-English versions of games.
• Made several enhancements and fixes related to MT-32 music (e.g. reverb).
• Music is no longer out of tune when loading saved games.
SCUMM:
• Improved support for FM-TOWNS versions of games.
Sky:
• Fixed crashes on sequences for several ports (Android, OpenGL, . . . ).
Teenagent:
• Closed memory leaks.
Tinsel:
• Closed memory leaks in Coroutines.
• Added enhanced music support for the German CD “Neon Edition” re-release of Discworld 1.
Touche:
• Corrected memory leaks and minor issues.
Tucker:
• Added workarounds for several issues present in the original game.
SDL ports:
• Closed memory leaks in Mouse Surfaces.
Android port:
• Switched to the official NDK toolchain for building.
• Fixed GFX output for various devices.
• Fixed various crashes.
• Switched to the native screen resolution to improve text readability.
• Added support for pause/resume.
• Added support for games using 16bit graphics.
• Increased the performance significantly.
• Added support for the “Fullscreen mode” option. Unchecking this keeps the game’s aspect
ratio.
• Added a new graphics mode for linear filtering.
• Overhauled the input system (see README.Android).
• Added a MIDI driver based on SONiVOX’s Embedded Audio Synthesis (EAS).
Nintendo DS port:
• Added support for loadable modules.
PSP port:
• Added support for loadable modules.
• Added image viewer.
PS2 port:
• Added support for loadable modules.
Wii/GameCube port:
• Added support for loadable modules.
• Fixed 16bit mouse cursors on HE games.
General:
• Added Hungarian translation.
• Added Brazilian Portuguese translation.
Cruise:
• Fixed a problem with Raoul appearing when examining the Book.
Groovie:
• Fixed a regression that made the Russian version of T7G crash.
Lure:
• Fixed several NPC movement bugs.
New Games:
• Added support for Fascination.
New Games (Sierra SCI0 - SCI1.1):
• Added support for Castle of Dr. Brain (EGA and VGA).
• Added support for Codename: ICEMAN.
• Added support for Conquests of Camelot.
• Added support for Conquests of the Longbow (EGA and VGA).
• Added support for EcoQuest: The Search for Cetus.
• Added support for EcoQuest 2: Lost Secret of the Rainforest.
• Added support for Freddy Pharkas: Frontier Pharmacist.
• Added support for Hoyle’s Book of Games 1.
• Added support for Hoyle’s Book of Games 2.
• Added support for Hoyle’s Book of Games 3 (EGA and VGA).
• Added support for Hoyle Classic Card Games.
• Added support for Jones in the Fast Lane.
• Added support for King’s Quest I (SCI remake).
• Added support for King’s Quest IV (SCI version).
• Added support for King’s Quest V (EGA and VGA).
• Added support for King’s Quest VI (low and hi res).
• Added support for Laura Bow: The Colonel’s Bequest.
• Added support for Laura Bow 2: The Dagger of Amon Ra.
• Added support for Leisure Suit Larry 1 (SCI remake) (EGA and VGA).
• Added support for Leisure Suit Larry 2.
• Added support for Leisure Suit Larry 3.
• Added support for Leisure Suit Larry 5 (EGA and VGA).
• Added support for Leisure Suit Larry 6 (low res).
• Added support for Mixed-up Fairy Tales.
• Added support for Mixed-up Mother Goose.
• Added support for Pepper’s Adventures in Time.
• Added support for Police Quest I (SCI remake).
• Fixed a memory leak that would eventually cause the game to hang. (#4828 - BS2: Game
lockup in British Museum)
Drascula:
• Fixed number of GFX glitches.
• Made many cutscenes smoother.
• Changed behavior of items menu. Now it shows up on mouse up.
Groovie:
• Added support for the Macintosh version of The 7th Guest.
• Added support for custom MT-32 instruments.
KYRA:
• Fixed some minor graphical glitches.
• Implemented formerly missing recreation of some in game items.
• Added support for playing Kyrandia 3 with the original CD file layout.
LURE:
• Fixed bug where Goewin could get stuck in the Weregate.
• Fixed issue with Ratpouch repeatedly moving between two rooms.
• Fix for Goewin losing her schedule after Were-cave.
• Fix for player getting stuck in sewer exit room.
Parallaction:
• Made part one of The Big Red Adventure completable.
SAGA:
• Fixed graphics glitches in several scenes.
SCUMM:
• Several improvements in Maniac Mansion NES.
PSP port:
• New backend design: fixed minor graphical issues and enabled 16-bit support.
• Enabled playback of MP3 files using the Media Engine. This means that the port is optimized
for MP3 files (as opposed to OGG).
• Many optimizations. Everything should run faster.
Wii port:
• Added support for USB2 mass storage devices (requires The Homebrew Channel ..
= v1.0.8 with IOS58).
GameCube port:
New Ports:
• Added Nintendo 64 port. (Actually added in 1.1.0, but forgot to mention it. oops)
General:
• Fixed several minor bugs here and there.
Drascula:
• Fixed regression that caused some texts to always be in English, even when using another
language. (#4819 - DRASCULA: missing german translation)
KYRA:
• Fixed a bug which caused the DOS versions to crash before the credits when AdLib music is
selected.
LURE:
• Fixed several memory leaks.
• Corrected problems in the handling of followers when blocked from performing actions by
closed doors between rooms.
• Solved issues with Goewin not always correctly following the player out of the caves.
Tinsel:
• Fix video playback regression in Discworld 2.
Parallaction:
• Fix several crashes and other regressions in Nippon Safes, including bugs 2969211, 2969232,
2969234, 2969257, 2970141.
Wii/GameCube port: (Also forgot to mention in 1.1.0)
• Added support for games using 16bit graphics.
• Complete GFX overhaul (new video modes, better performance, picture smoothing, fine
grained overscan settings).
• Added a new options dialog for Wii/Gamecube specific settings.
• Fixed a GFX glitch on savegame thumbnails.
• Added support for SMB mountpoints (Samba/Windows shares).
• Added an on-screen console, which is shown when ScummVM exits abnormally.
• Fixed a couple of crashes when using Ogg/Vorbis encoded sound files.
See the bundled READMII.txt file for more information.
PSP port: (Also forgot to mention in 1.1.0)
• Added plugin support which allows the PSP Phat to run every game.
• Added a new virtual keyboard optimized for rapid D-Pad input.
New Games:
• Added support for Blue’s Art Time Activities.
• Added support for Blue’s Reading Time Activities.
• Added support for Freddi Fish 5: The Case of the Creature of Coral Cove.
• Added support for Pajama Sam: Games to Play on Any Day.
• Added support for SPY Fox 3: Operation Ozone.
• Added support for Dragon History.
• Added support for TeenAgent.
General:
• Added support for a custom SJIS font for FM-TOWNS and PC98 games.
• Added support for 16bit graphics. (GSoC Task)
• Removed QuickTime MIDI backend on Mac OS X; it was buggy and did not compile on mod-
ern systems.
CinE:
• Added support for Amiga style menus for Amiga versions of Future Wars.
KYRA:
• Added support for the Amiga version of The Legend of Kyrandia. (sound support was done
as a GSoC Task)
• Adapted KYRA to support the custom SJIS font.
SCUMM:
• Added support for the PC-Engine version of Loom.
• Added support for music and sound effects in the the Amiga version of The Secret of Monkey
Island. (GSoC Task)
• Fixed some other bugs related to game versions for the Amiga.
• Added support for original save/load dialog in MM NES.
• Added support for savepoint passcodes for Sega CD MI1 via debugger command ‘passcode’.
• Added support for Kanji rendering in Japanese version of Monkey Island Sega CD.
New Ports:
• Added MotoEZX and MotoMAGX ports.
General:
• Fixed several bugs in GUI.
• Updated the project logo and icons.
• Clarified licenses for several PS2 port files.
AGI:
• Fixed crash on game exit.
• Fixed crash at detection of some games.
AGOS:
• Fixed load/save code for PC version of Waxworks.
• Fixed undo in Puzzle Pack games.
Broken Sword 1:
• Fixed missing background sound effects in some rooms.
CinE:
• Fixed crashes with Future Wars and Operation Stealth demos.
Cruise:
• Fix freeze on game pause.
Gob:
• Fixed gfx glitch in Lost in Time.
• Fixed hotspot-related regressions in Gob2.
• Fixed several regressions in Gob3.
New Games:
• Added support for Discworld.
• Added support for Discworld 2 - Missing Presumed . . . !?.
• Added support for Return to Zork.
• Added support for Leather Goddesses of Phobos 2.
• Added support for The Manhole.
• Added support for Rodney’s Funscreen.
• Added support for Cruise for a Corpse.
General:
• Added experimental AdLib emulator from DOSBox.
• Added quick search to Launcher.
• Improved modern GUI theme look.
• Added per-game GUI options.
• Improved Mass Add dialog.
New Ports:
• Added GP2X Wiz port.
AGI:
• Increased compatibility for Sierra games.
• Implemented all ‘unknown’ commands.
Beneath a Steel Sky:
• Changed the game speed to match the original game (previously it ran too fast).
Broken Sword 1:
AGOS:
• Fixed crash after OmniTV video is played in The Feeble Files.
• Fixed crashes when exploring Jack the Ripper scene in the PC version of the Waxworks.
• Fixed palette glitches in the AtariST version of Elvira 2.
• Fixed noise that can occur when sound effects are played, when exploring Pyramid scene in
the Waxworks.
Gob:
• Fixed a crash in the Italian version of Woodruff.
Groovie:
• Fixed some issues with music in The 7th Guest.
Parallaction:
• Fixed the sarcophagus puzzle in Nippon Safes.
SAGA:
• Fixed a crash in Inherit the Earth.
• Fixed glitches in the save/load dialog.
Sword2:
• Fixed random sound corruption when using the original sound files.
Game launcher:
• Fixed a case where memory could be corrupted.
• Fixed the small cursor in the modern theme.
• Fixed a bug in the theme engine, which could cause crashes.
• Made the file browser bigger in 1x mode.
iPhone port:
• Fixed backspace handling on the iPhone soft keyboard.
DS port:
• Added support for the Global Main Menu feature.
PS2 port:
• Switched to the new GUI and theme code.
• All possible devices are supported to store, play and save games (CD, HD, USB, MC and
remote).
• Optimized cache/read-ahead for every media.
• Added support for the Return to Launcher feature.
Symbian port:
• Added Bluetooth mouse support.
• Added support for the Return to Launcher feature.
WinCE port:
• Fixed an issue which could cause random crashes with VGA devices.
General:
• Added MIDI driver for Atari ST / FreeMint.
• Added a ‘Load’ button to the Launcher (not supported by all engines). (GSoC Task)
• Added a new global main menu (GMM) dialog usable from all engines. (GSoC Task)
• Added the ability to return to the launcher from running games (via the GMM). (GSoC Task)
• Rewrote GUI renderer to use an vector based approach. (GSoC Task)
• Rewrote GUI configuration to use XML. (GSoC Task)
New Games:
• Added support for Blue’s 123 Time Activities.
• Added support for Blue’s ABC Time Activities.
• Added support for Bud Tucker in Double Trouble.
• Added support for The 7th Guest.
AGOS:
• Added support for the original cutscenes of The Feeble Files.
• Added support for text compression in the AtariST version of Elvira 1.
• Fixed combining items in Waxworks.
• Fixed display of spell descriptions in Elvira 2.
KYRA:
• Added support for Auto-save feature.
• Added support for MIDI music.
Parallaction:
• Credits of the Nippon Safes Amiga demo are now shown correctly.
SCUMM:
• Implemented radio-chatter effect in The DIG.
New Games:
• Added support for The Legend of Kyrandia: Book Two: Hand of Fate.
• Added support for The Legend of Kyrandia: Book Three: Malcolm’s Revenge.
• Added support for Lost in Time.
• Added support for The Bizarre Adventures of Woodruff and the Schnibble.
• Added support for the PC version of Waxworks.
• Added support for the Macintosh version of I Have no Mouth, and I must Scream.
• Added support for Drascula: The Vampire Strikes Back.
General:
• Added CAMD MIDI driver for AmigaOS4.
• Revived the PS2 port (was already in 0.11.1 but was forgotten in the release notes).
• Plugged numerous memory leaks in all engines (part of GSoC’08 task).
• Added audio double buffering to the SDL backend, which fixes the problems with the MT-32
emulator on Mac OS X (for now only enabled on Mac OS X).
AGOS:
• Fixed crashes during certain music in Amiga versions of Elvira 1 and Simon the Sorcerer 1.
• Fixed palette issues in Amiga versions of Simon the Sorcerer 1.
Queen:
• Speech is played at the correct sample rate. (It used to be pitched a bit too low.)
SCUMM:
• Rewrote parts of Digital iMUSE, fixing some bugs.
• Rewrote the internal timer code, fixing some speed issues in e.g. COMI.
• Improved support for sound effects in Amiga version of Zak McKracken.
• Added support for mixed AdLib/MIDI mode in Monkey Island 1 (Floppy).
SCUMM:
• Improvements for Digital iMUSE subsystem. This fixes several glitches in The Curse of Mon-
key Island.
• Fixes for cursors in HE games.
AGI:
• Fix for zombies in King’s Quest 4.
• Fix for changing palettes in fanmade games using AGIPAL.
Lure:
• Fixed some conversation crashes in the German version.
• Fixed operation of the optional copy protection dialog in the German version.
• Added saving of conversation flags as to whether a particular conversation option had been
previously selected or not.
• Fixed glitch that could cause transformation sparkle to happen a second time.
• Fixed behavior of Goewin when you rejoin her after meeting the dragon.
SAGA:
• Fix for rat maze bug in Inherit the Earth which made game not completable.
• Fixes for Inherit the Earth and I Have no Mouth game startup on a number of platforms.
• Reduced the number of simultaneous open files in I Have no Mouth, to allow it to run on
platforms that can keep a limited amount of files open (e.g. on the PSP).
• Fixed graphics glitch in Inherit the Earth with simultaneous speech.
• Fixed palette glitch in Inherit the Earth when looking at the map while at the docks.
New Games:
• Added support for Elvira: Mistress of the Dark.
• Added support for Elvira 2: The Jaws of Cerberus.
• Added support for I Have no Mouth, and I Must Scream (demo and full game).
• Added support for preAGI game Mickey’s Space Adventure.
• Added support for preAGI game Troll’s Tale.
• Added support for preAGI game Winnie the Pooh in the Hundred Acre Wood.
• Added support for Amiga version of Waxworks.
New Games:
• Added Cinematique evo 1 engine. Currently only Future Wars is supported.
• Added Touché: The Adventures of the Fifth Musketeer engine.
• Added support for Gobliins 2.
• Added support for Simon the Sorcerer’s Puzzle Pack.
• Added support for Ween: The Prophecy.
New Ports:
• Added Nintendo DS port.
• Added GP2X port.
• Added GP32 port.
General:
• Fixed potential garbage and/or crash in debug console.
• Removed restriction on 27 games per game id when added via launcher.
SCUMM:
• Improved support for international versions of HE games.
• Fixed rare actor drawing glitches.
• Fixed path finding during smart star challendge in Big Thinkers 1st Grade.
• Fixed graphical glitches in stomach location of Pajama Sam 3.
• Fixed graphical glitches in HE80 version of Putt-Putt Travels Through Time.
• Fixed FM-TOWNS version of Indy3 failing on Amiga port.
• Fixed crash in MM NES when clicking on top screen area.
• Now it is possible to turn on or off subtitles during SMUSH movies.
Simon:
• Improved support for international versions of the Feeble Files.
• Fixed undefined behaviour when loading music.
• Fixed crash when displaying some subtitles in the Feeble Files.
• Fixed crackling sound in Mac version of Feeble Files.
BASS:
• Fixed character spacing in LINC terminals in floppy version v0.0303.
• Fixed a regression which caused incorrect AdLib music emulation.
Broken Sword 1:
• Fixed speech-related crashes.
Broken Sword 2:
• More robust handling of the optional startup.inf file.
Kyrandia:
• Scrolling in the Kyrandia intro is less CPU intensive, at the cost of not being as smooth as
before.
New Games:
• Added kyra engine (for the Kyrandia series). Currently only the first part of the series is
supported.
• Added support for The Feeble Files.
General:
• Switched from CVS to Subversion.
• Restructured our source tree partially.
• Fixed a bug that prevented you from overriding the scaler from the command line for 640x480
games.
• Added subtitle configuration controls to the Launcher options dialogs.
• GUI was completely redesigned and is now themeable.
SCUMM:
• Rewrote the detection code, for improved accuracy and better support of fan translations. It
should now work much better on games with unknown MD5.
• Added subtitle configuration controls to the options dialog.
• Fixed graphical glitches in several HE games.
• Fixed palette glitches in Big Thinkers 1st Grade.
• Fixed songs in the kitchen of Pajama Sam 1.
SAGA:
• Fixed sound distortion in the Inherit the Earth demo.
Simon:
• Improved Hebrew support.
• Lots of long-overdue cleanups and re-structuring were made to accommodate for The Feeble
Files.
• Fixed a rare MIDI bug that would cause a channel to change volume without adjusting it to
the master volume.
• Fixed delay after introduction of Simon the Sorcerer 1 demo (with speech).
• Fixed music tempo in DOS versions of Simon the Sorcerer 1.
Broken Sword 1:
• Added support for the –save-slot option.
Broken Sword 2:
• Major rewrite of how game resources are accessed in memory. This should fix alignment
issues reported on some platforms.
• Missing data files are handled more gracefully.
WinCE Port:
• Added: PocketPC: Vertical oversampling scaler 320x200=>320x240 when panel not shown.
(n0p)
• Added: PocketPC: Right click by double-tapping. (n0p)
• Fixed: All: Clipping issues in some cases.
• Added: PocketPC: Mouse emulation using keys.
• Added: Smartphones: Virtual keyboard popup.
• Fixed: Smartphones: Incorrect screen blit in SDL port.
• Added: All: Mouse cursor visible on panel if using emulated mouse.
• Added: All: Inverse landscape mode.
• Fixed: PocketPC: Dialogs cut-off/not redrawn.
General:
• Fixed OS X bundle building when using GCC 3.3.
SCUMM:
• Added support for rotating and scaling of sprites in HE games.
Sword2:
• Fixed last-minute crash when playing sound effects.
WinCE Port:
• Should fix weird crashes with DOTT stamp and in FOA. (#2439 #2430)
• Fixed Monkey Island blocking keyboard panel on Smartphones. (thks Knakos)
• Fixed QVGA Smartphone detection (mean it this time :p).
• Fixed Smartphone double right click issue.
General:
• Fixed compiling with GCC 2.95.
• Fixed LaTeX documentation.
• Switched to new improved logo which matches new site design.
• More descriptive game titles in all engines.
• Fixed crash when trying to apply aspect-ratio correction to games that cannot use it.
• Fixed potential security vulnerability with oversized PATH environment variables.
• Lowered the default gain for the FluidSynth music driver and made it configurable.
SCUMM:
• Scrolling fixes in COMI, so it is less CPU-hungry.
• Added support for Maniac Mansion NES German version.
• Fixed mouse button states in COMI.
• Fixed overflow when using control panel for robot in the Dig.
• Added support for sound code, used by songs in HE games.
• Improved shadows in later HE games.
• Fixed subtitles glitches in HE games.
• Improved music/sound for HE games.
WinCE Port:
• Check backends/wince/README-WinCE for the latest news.
• Fixed disappearing panel when opening a list widget in GUI.
• Knakos patches (QVGA smartphones fix, easier key binding and panel switching).
New Games:
• Added SAGA engine (for the games “I Have No Mouth and I Must Scream” and “Inherit the
Earth”).
• Added Gob engine (for the Goblins series). Currently, only the first of the Goblins games is
supported.
New Ports:
• Added PlayStation 2 port.
• Added PlayStation Portable (PSP) port.
• Added AmigaOS 4 port.
• Added EPOC/SymbianOS port.
• Added fixes for OS/2 port.
General:
• Reworked cursor handling in SDL backend. Now cursors can have their own palette and
scaling. This is used by Humongous Entertainment games now.
• Added FluidSynth MIDI driver.
• Added GUI for the “soundfont” setting. (Currently only used by the CoreAudio and FluidSynth
MIDI drivers.)
• The MPEG player could hang if the sound ended prematurely.
• Improved autoscaling GUI, which takes full advantage of your screen.
• Fixes for GCC 4.
SCUMM:
• Added support for Mac Humongous Entertainment titles.
• Added support for multiple filenames/versions using a single target.
• Implemented CGA and Hercules render modes in early LEC titles.
• Added dialogs which are shown when you modify the talkspeed or music volume using
hotkeys.
• Added support for NES version of Maniac Mansion.
General:
• Added a MT-32 emulator. (It was actually added in 0.7.0 but we forgot to put it into the
NEWS file :-).
• Less memory-hungry MPEG movie playback for the Broken Sword games.
SCUMM:
• Fixed wrong actor animation in Full Throttle INSANE.
Windows Mobile port (PocketPC / Smartphone):
• Fixed FOTAQ crash on all platforms when leaving the hotel AGAIN.
• Better low quality AdLib emulation for FOTAQ.
• Fix randomly broken Hide Toolbar option. (thanks iKi)
• Fix first hardware key mapping (was not displayed before).
• Fix BASS & Simon hangs on Smartphone when using the Skip hotkey.
• Fix Zone key action on Smartphone (now mapped on key 9).
• Experimental third party VGA mode (SE-VGA) fix.
• Add Key Mapping option in the launcher (Options / Misc / Keys).
New Games:
• Added 26 Humongous Entertainment titles, only a few are completable.
General:
• Added support for FLAC (lossless) encoded audio files.
• Added an ‘On Screen Display’ to the SDL backend.
• Partially rewrote the backend API.
• Comments and the order of section in config files are preserved now.
• Updated AdvMame scalers based on scale2x 2.0 - AdvMame3x looks nicer now, and Adv-
Mame2x is MMX accelerated.
• Added MMX i386 assembler versions of the HQ2x and HQ3x scalers.
• Added ‘Extra Path’ option allows for a searching an additional datafile location (for reencoded
cutscenes and the like).
• Disabled Alt-x and Ctrl-z quit keys in favor of Ctrl-q on unix like operating systems, like Linux
(exception: Mac OS X still uses Cmd-q).
• Separate smaller font for the console, allowing for more visible information, for example in
the SCUMM debugger.
• Added support for setting output sample rate at run-time, although there is currently no GUI
for it.
• The save directory now has a default rather than the current directory on some platforms:
– Mac OS X: $HOME/Documents/ScummVM Savegames/
– Other unices: $HOME/.scummvm/
General:
• Fixed copy/paste bug in launcher that may corrupt the Savegame Path.
• Fixed crashes on 64-bit architectures.
SCUMM:
General:
• Fixed sound glitch when streaming two or more Ogg Vorbis sounds from the same file handle,
e.g. in the Sam & Max intro when using monster.sog.
SCUMM:
• As usual: many SCUMM game engine fixes.
• Added graphics decoders for 3DO Humongous Entertainment games.
• Numerous Humongous Entertainment games fixes.
• Fixed bug in Full Throttle, so battle difficulty matches original.
• Improved Digital iMUSE.
Sword1:
• Warn the user if saving fails, instead of crashing.
• Slightly more user-friendly save/restore dialog.
• Fixed masking glitch outside Nico’s apartment.
BASS:
• Warn the user if saving a game doesn’t work.
Simon:
• Fixed crashes in some international versions.
New Games:
• Added Broken Sword 1 engine.
• Added Broken Sword 2 engine.
• Added Flight of the Amazon Queen engine.
• Added support for V1 SCUMM games ‘Maniac Mansion’ and ‘Zak McKracken’.
• SCUMM game Full Throttle is now supported.
General:
• Subtitles now default to disabled. ‘-n’ option now enabled subtitles.
• Added HQ2x and HQ3x scalers.
• Rewrote sound code for more flexibility and performance.
• Improved native MT32 support.
• AdLib GM emulation table revamped, providing more accurate software MIDI.
• Default Makefile now uses configure script.
• Greatly improved the launcher and options dialogs (work-in-progress).
• Many other “under the hood” improvements, like a new config managment and plugin capa-
bilities.
Simon:
• Added data files decoder for Amiga disk versions.
• Added support for inventory graphics in Amiga versions.
• Fixed various brief freezes.
• Fixed minor glitches in load/save dialog in non-English versions.
• Fixed missing inventory arrows in some versions of Simon the Sorcerer 1.
SCUMM:
• Many, Many, Many SCUMM game engine fixes. Many of them. And that’s a lot.
• Added INSANE support for Full Throttle ‘action sequences’.
• Added option to choose between AdLib, PCjr and PC Speaker in earlier games.
• Added AdLib support for indy3ega and loom (ega).
• Added MIDI support for loom (ega), monkeyega and monkeyvga.
• Added sound effects support for indy3/monkeyega/monkeyvga/pass.
• Added FM Towns targets for Loom and Indy3.
• Rewrote in-game menu (F5) to be easier to use.
• Improved FM Towns SFX support (YM2612 emulation, looping).
• Classic V1 versions of Maniac Mansion and Zak McKracken are now supported and com-
pletable.
• Rewrote Digital iMUSE music system.
• Several Analog iMUSE music system bugs fixed.
• Improved music/sound for various Amiga versions.
• Improved compression of Fate of Atlantis and Simon the Sorcerer 2 sound files.
• Keyboard fighting in Fate of Atlantis now works.
• Rewrote Beneath a Steel Sky savegame code (see note in READMEs ‘Known Bugs’).
• Fixed dialog skipping, music volume and several crashes/freezes in Steel Sky.
• Fixed dialog skipping in V7 games.
• Fixed glitch when quitting ScummVM in fullscreen mode on Mac OS X.
• Fixed various COMI bugs related to actor placement/scaling.
• Added complete Hebrew support for Simon the Sorcerer 1 and 2.
• Several MorphOS and DreamCast port fixes.
• DreamCast now runs Simon the Sorcerer 1 & 2.
• Fixed a fullscreen problem on Mac OS X were you couldn’t use the mouse in the top part of
the screen by linking to a bugfixed version of SDL.
• Enhanced versions of Maniac Mansion and Zak McKracken are now supported and com-
pletable.
• Beneath A Steel Sky is now supported and completable.
• Added support for Amiga version of Monkey Island 1.
• Initial unplayable support for V1 version of Maniac Mansion/Zak McKracken.
• Curse of Monkey Island (COMI) support for playing from CD improved on Mac OS X.
• Loading COMI savegames for disk 2 doesn’t anymore require disk 1 first.
• Rewritten iMUSE engine, and many Music fixes (exp. Monkey Island 2).
• Support for music in DOS versions of Humongous Entertainment games and Simon the Sor-
cerer 2 (XMIDI format).
• Support for music in floppy demo of Simon the Sorcerer 1 (Proprietary format).
• Complete music support for Simon the Sorcerer 2.
• Improved music and sound support in Zak256.
• Added Aspect Ratio option.
• Many other bug fixes, improvements and optimizations.
• Massive cleanup work for iMUSE. Sam and Max music now plays correctly.
• Many bugfixes for Zak256, + sound and music support.
• Music support for Simon the Sorcerer on any platform with real MIDI.
• Experimental support for Indy3 (VGA) - Indiana Jones + Last Crusade.
• Completed support for Monkey1 VGA Floppy, The Dig.
• Added akos16 implementation for The Dig and Full Throttle costumes.
• Added Digital iMUSE implementation for The Dig and Full Throttle music.
• Loom CD speech+music syncronisation improved greatly.
• Added midi-emulation via AdLib, for platforms without sequencer support.
• Code separation of various engine parts into several libraries.
• Several fixes to prevent Simon the Sorcerer crashing and hanging.
• Hundreds of bugfixes for many other games.
• New SMUSH video engine, for Full Throttle and The Dig.
• New in-game GUI.
• Launcher dialog.
• Loads of changes.
• Bug fixes.
• Save & load support.
• Initial version.
Welcome to ScummVM!
ScummVM allows you to play classic graphic point-and-click adventure games, text adventure
games, and RPGs, as long as you already have the game data files. ScummVM replaces the ex-
ecutable files shipped with the games, which means you can now play your favorite games on all
your favorite devices.
So how did ScummVM get its name? Many of the famous LucasArts adventure games, such as
Maniac Mansion and the Monkey Island series, were created using a utility called SCUMM (Script
Creation Utility for Maniac Mansion). The ‘VM’ in ScummVM stands for Virtual Machine.
While ScummVM was originally designed to run LucasArts’ SCUMM games, over time support has
been added for many other games: see the full list here. Noteworthy titles include Broken Sword,
Myst and Blade Runner, although there are countless other hidden gems to explore.
390
ScummVM Documentation
Useful features
Connecting a cloud service
Using the local web server
We also have guides on how to get ScummVM running on a wide range of other platforms:
Handheld consoles
Nintendo 3DS
Nintendo DS
Nintendo Switch
PlayStation Portable
PlayStation Vita
Other consoles
PlayStation 3
Sega Dreamcast
Phones and tablets
iOS
Apple TV OS
Android
Other operating systems
AmigaOS 4
Atari/FreeMiNT
MorphOS
RISC OS
For our more experienced users, ScummVM features a command line interface, as well as the ability
to edit settings directly in a configuration file.
In this section, we also take a deep dive into understanding the graphics and audio settings.
Advanced features
Autostart
Configuration file
Command line interface
Understanding the settings
ScummVM is still under development. While we do our best to make sure that as many games as
possible can be completed with no major bugs, crashes can happen!
If you are having problems with any aspect of ScummVM, take a look at our help section.
Frequently Asked Questions
How to report a bug
Contact us
Check out the Release notes for both current and past releases.