This page explains how to install ScummVM on a computer. For all other platforms, see the relevant platform guide.
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.
Installing ScummVM using the disk image
Download the recommended disk image file from the ScummVM downloads page. After the download has completed, double click the file to mount the disk image file. A window containing the ScummVM icon opens. Drag this icon into your Applications folder to install ScummVM.
To run ScummVM, click on the icon in the Applications folder.
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.
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:
sudosnapinstallscummvm
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 standard with Fedora-based distributions, but can be installed on any Linux operating system. The Flathub website has excellent install instructions.
When Flatpak is installed, enter the following on the command line to install ScummVM:
flatpakinstallflathuborg.scummvm.ScummVM
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:
The Flatpak version of ScummVM is sandboxed, meaning that any games need to be copied into the Documents folder to be accessible by ScummVM.
Installing ScummVM using the software repository
ScummVM is found in the software repositories of many Linux distributions.
Caution
The repositories might not contain the most up-to-date version of ScummVM.
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 downloads page, find and download the ScummVM package that corresponds to your operating 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.
sudoaptinstall/path/to/downloaded/file.deb
Replace /path/to/downloaded/file.deb with the actual path to the downloaded DEB package. The APT software manager handles the installation.
To run ScummVM, enter scummvm on the command line, or launch ScummVM through the desktop interface by clicking Menu > Games > ScummVM.
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 information 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 magnifying 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 “Monkey 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.
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.
The grouping menu, with the Launcher in list view¶
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.
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.
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.
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).
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 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.
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:
Extract the CD audio tracks in WAV or AIFF format.
Convert the tracks to either MP3, FLAC, M4A or OGG file formats.
Place the converted audio files in the same folder that contains the other game datafiles.
You can name them in several ways:
track01.ogg - track12.ogg
track1.ogg - track12.ogg
track_01.ogg - track_12.ogg
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.
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.
File name encoding
Filenames in Japanese games are encoded in a way that is unique to Apple. The result is that a Mac copy of a game will not always show the correct filenames.
Macintosh also allowed special characters to be used that are disallowed in filenames on other platforms.
ScummVM runs on a wide variety of platforms and not all those platforms can store Japanese filenames or other special characters, such as non-ascii characters. ScummVM uses punycode to handle file names that would otherwise not be supported. Punycode converts all non-ascii characters to a special format. If the original file name had special characters, the new file name will start with xn--,for example, xn--Icon-ja6e.
Files that contain prohibited characters are always puny-encoded.
Note
Windows, MacOS and Linux can store these files and do not need punycode enabled.
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.
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.
Use an application such as IsoBuster to create an ISO image of the CD.
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:
diskutillist
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.
sudoumount/dev/diskID
Create the iso image:
.. code-block:
sudoddif=/dev/diskIDof=/path/name.iso
Eject the CD:
.. code-block:
drutiltrayeject
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.
iMac:~ ego$ diskutil list
/dev/disk0 (internal, physical):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme *121.3 GB disk0
1: EFI EFI 209.7 MB disk0s1
2: Apple_APFS Container disk4 121.1 GB disk0s2
/dev/disk1 (internal, physical):
#: TYPE NAME SIZE IDENTIFIER
0: GUID_partition_scheme *3.0 TB disk1
1: EFI EFI 209.7 MB disk1s1
2: Apple_APFS Container disk4 3.0 TB disk1s2
/dev/disk2 (synthesized):
#: TYPE NAME SIZE IDENTIFIER
0: APFS Container Scheme - +3.1 TB disk2
Physical Stores disk0s2, disk1s2
1: APFS Volume Macintosh HD 1.8 TB disk2s1
2: APFS Volume Preboot 42.2 MB disk2s2
3: APFS Volume Recovery 510.6 MB disk2s3
4: APFS Volume VM 20.5 KB disk2s4
/dev/disk3 (external, physical):
#: TYPE NAME SIZE IDENTIFIER
0: CD_partition_scheme *783.5 MB disk3
1: Apple_partition_scheme 682.2 MB disk3s1
2: Apple_partition_map 1.0 KB disk3s1s1
3: Apple_HFS disque 1 681.6 MB disk5s1s2
iMac:~ ego$ sudo umount /dev/disk3s1s2
Password:
iMac:~ ego$ sudo dd if=/dev/disk3s1s2 of=/Users/ego/BS1-fr.iso
1331200+0 records in
1331200+0 records out
681574400 bytes transferred in 396.380454 secs (1719495 bytes/sec)
iMac:~ ego$ drutil tray eject
Use the following commands to create an ISO image from an inserted HFS or HFS+ medium.
sudoddif=/dev/cdromof=/path/name.iso
Usually the device will be /dev/cdrom, /dev/dvd, or /dev/floppy. Alternatively, use sudoblkid 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
Using the browser dumper companion - preferred method¶
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.
Upload the disk/ISO image file
Select the options:
Choose Japanese when dumping Japanese disks
Deselect unicode if the platform does not support it
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.
Note
The dumper companion also has help text:
./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.
--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.
dumper-companion.pydir[-h]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.
dumper-companion.pymac[-h][--punycode]directory
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.
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 MacBinary, but you can extract files with a resource fork as AppleDouble using the “extract data and resource fork(s)” option.
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.
If you have a newer operating system. HFS media can only be read on macOS 10.14 (Mojave) and older. Support for reading HFS volumes was removed in macOS 10.15 (Catalina).
If files contain invalid characters.
If you plan to transfer those files to a different system.
Access HFS+ drives using hfsplus. To use hfsplus, use the command line:
Install hfsplus using the software manager. On Debian-based distributions, use sudoaptinstallhfsplus.
Find the game disc by running sudofdisk-l and finding the one with type AppleHFS/HFS+. In this example, this is /dev/fd0.
Create a mount point, for example: sudomkdir/media/macgamedrive
Mount the device to that moint point: sudomount-thfsplus/dev/fd0/media/macgamedrive
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:
Install hfsutils using the software manager. On Debian-based distributions, use sudoaptinstallhfsutils.
Find the game disc by running sudofdisk-l and finding the one with type AppleHFS/HFS+. In this example, this is /dev/fd0.
Mount the HFS volume by running hmount/dev/fd0
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"PPDisk1:PPData:JMPPPResources""pegasus/JMPPPResources".
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 GOG.com, so if you are going to buy a game, please use this GOG.com link to help the project!
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.
In the Launcher window, click Add Game. This opens a file browser; either the system file browser or the ScummVM file browser.
To add multiple games at once, click the expander arrow next to Add Game, and select Mass Add.
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.
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.
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 Command 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.
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.
%APPDATA%\ScummVM\Savedgames
~/Documents/ScummVMSavegames/
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.
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+ 1-8
Switches 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)
To change a setting globally, so that it affects all games, select the Global Options button to open the menu, and then select the tab containing the setting you would like to change.
To change a setting for just one game, highlight the game in the games list, then select the Game Options button and select the tab containing the setting you would like to change. If the Launcher is in grid view, select the game and then select the gear icon in the pop-up window. To make the game use the settings in the Game Options tab instead of the Global Options tab, tick Override global settings.
Not all settings are available for all games; for example, where there is no MIDI soundtrack for a game, there will be no MIDI or MT-32 tabs.
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.
Note
Cloud functionality is not supported on all platforms.
This guide explains how to connect a cloud service to ScummVM.
From the Launcher, select Options, click the > scroll arrow until the Cloud tab is visible, and then select the Cloud tab.
Select your preferred cloud storage service from the Active storage dropdown.
Click on the link shown at 1., and sign in to your cloud storage account. A 6-digit code is displayed after you sign in.
Warning
Do not share this 6-digit code with anyone before you connect your cloud storage account.
For devices without a web browser, navigate to the following ScummVM links on a computer or any other device with a web browser:
Copy the 6-digit code, click into the empty field next to Paste, and then click Paste. Alternatively, for devices without a web browser, manually enter the 6-digit code.
Click 3. Connect. After the next page loads, click 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.
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.
Note
LAN functionality is not supported on all platforms.
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.
To change which files are accessible on the web server, set the /root/ Path to the directory containing 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.
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:
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.
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.
An Android device running Android 4.1 (Jelly Bean) or newer.
Note
ScummVM has been tested to work up to Android 10. Currently there are some file browsing limitations with Android 11. The ScummVM team are working to resolve these.
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.
On your device, use a web browser app to navigate to the ScummVM downloads page. The recommended 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.
Transfer all the required game data files to your device, into a folder accessible by the ScummVM app.
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.
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 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 Backend tab. Tick the Show on-screen control box to enable the controller icon.
To do 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.
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.
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.
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.
On some newer devices, there is an issue if the saved path is outside the app’s internal (or external) storage. The ScummVM team is currently working on a fix.
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.
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+xscummvm.gtp
For the best performance, run ScummVM under FreeMiNT, from the command line, and without the AES started.
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.
The Atari built-in MIDI driver (STMIDI) does not work.
FLAC, OGG and MP3 decoding libraries are extremely CPU intensive and greatly slow down the user experience. ScummVM is best run with uncompressed audio, when available.
While all supported engines are included in the Atari ScummVM release, not all games will run well due to the lack of resources. For example, the Curse of Monkey Island will run on a CT60-equipped Atari Falcon, but very poorly.
To installing ScummVM on an iOS device without custom firmware you need to build the app from the source code, and then install it on your device. 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:
To view the Home directory in the Finder, select Go > Home in the menu bar, or press command+shift+H.
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:
mkdirbuild
Copy the contents of the scummvm-ios7-libs-v2 folder you extracted earlier into the build directory, using either the Finder, or the command line as follows:
cp-r~/Downloads/scummvm-ios7-libs-v2/*~/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:
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. When the build is finished, it launches on your connected device.
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 Development:yourAppleIDhere” > Trust.
Go to the ScummVM downloads page and download the recommended .deb or .ipa package. When the device asks how to open the file, choose Filza.
Ensure the package is saved somewhere in the /var/mobile/ directory. It defaults to /var/mobile/Documents/, which is fine. Tap on the file and then tap Install in the upper right corner to install ScummVM.
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.
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, the touch controls are direct. The pointer 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.
Simulates a left mouse click when you touch the screen. The mouse pointer drags to wherever you slide your finger, and releases where you lift your finger.
If you press down a second finger in this mode, it releases the simulated left mouse button, and presses down the simulated right mouse button. The right mouse button is released when you lift your finger again.
If no external keyboard is connected, the pinch gesture shows and hides the onscreen keyboard. When an external keyboard is connected, the pinch gesture enables/disables inputs from the external keyboard.
/var/mobile/Library/ScummVM/Savegames/ if the device is jailbroken, or Savegames/ in the ScummVM folder for a non-jailbroken device. Access this folder through the Finder or iTunes.
/var/mobile/Library/ScummVM/Preferences if the device is jailbroken, or Preferences in the ScummVM folder for a non-jailbroken device. Access this folder through the Finder or iTunes.
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.
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.
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.
Use any CIA installation software to install the scummvm.cia file.
The CIA format requires a DSP binary dump saved on your SD card as /3ds/dspfirm.cdc. This is not an optional step, because without this you will not have proper audio support. Documenting this process is outside the scope of this documentation.
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 touchscreen. 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.
The 3DS touch screen has difficulty reaching the very end of the screen. With this option enabled, if you’re within a few pixels of the edge the cursor snaps to the edge.
Use Screen:
Sets whether ScummVM uses the Top, Bottom or Both screens.
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.
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.
Games requiring a resolution of 512x512 or higher are not supported on the DS due to hardware 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.
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.
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.
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.
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 keyboards 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.
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.
The PSP package is available for download ScummVM’s Downloads page.
Download the zip file to a computer, and extract the files.
Connect the PSP to the computer by USB cable. Go to Settings > USB Connection on the PSP. Ensure the USB Device option is set to Memory Stick. The computer automatically opens the root folder of the PSP. Alternatively, if you have a Memory Stick adapter, copy the files directly to the Memory Stick.
Copy the extracted scummvm folder to your PSP, into the /PSP/GAME/ folder.
Go to Game > Memory Stick and choose ScummVM to launch ScummVM!
Input: lowercase/uppercase letters (press to toggle)
L button
Input: numbers/symbols (press to toggle)
Directional buttons
Selects square of characters (up, down, left or right)
and L/R buttons
Chooses a specific character in the square. The four center characters are chosen by the button in the corresponding position. The 2 top characters are chosen by the L/R buttons.
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.
Real bluetooth mice and keyboards work on the Vita and are supported by ScummVM. Go to Settings > 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.
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.
Use a tool such as SparkFS to extract the archive. It is important that the archive is not extracted on any other system, because this results in a loss of file type information. ScummVM requires the file type information to run properly.
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.
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.
There are two ways to get ScummVM running on the Dreamcast:
Download the ready-to-go Nero Image and Demos package and burn the extracted .nrg image to a CD-R using Nero Burning ROM.
Download the Dreamcast plain files package and use the extracted files to create a custom disc image to burn to a CD-R.
Both packages are available from the ScummVM Downloads page
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.
Creating a disc from the Dreamcast plain files package¶
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.
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.
Choose the preferred disc image type by clicking on the corresponding icon at the top of the window.
Choose the ScummVMDC folder as the Selfboot folder
Enter a title for the disc image in the CD label field.
Leave the Disc format as Audio/Data
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.
The Dreamcast has no external storage medium, and only has 16MB of RAM. As such, the Dreamcast port of ScummVM does not support The Curse of Monkey Island or the Dig. The resources required for these games are too great for the Dreamcast to handle. Full Throttle is not completable.
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.
Use the Game tab to display and change information about how the game is
identified by ScummVM.
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.
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.
The Android Backend tab in the Global Options menu¶
For a comprehensive look at how to use these settings, check out the individual platform guides.
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.
All settings can also be changed in the Configuration file. The configuration key is listed in italics after each setting description.
Graphics mode
Change 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.
render_mode
Stretch mode
Changes the way the game is displayed in relation to the window or screen size.
stretch_mode
Scalers
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.
scaler and scale_factor
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
Switches between playing games in a window, or playing them in fullscreen mode. Switch between the two by using Alt+F5 while in a game.
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.
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.
The following are the available global keymap options. Listed in italics are the configuration keywords. For more information, see the Configuration file page.
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.
From the Launcher, select Global Options, then select the applicable 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 applicable tab.
For a comprehensive look at how to use ScummVM’s extensive audio settings, check out our Understanding the audio settings guide.
All settings can also be changed in the Configuration file. The configuration key is listed in italics after each setting description.
Preferred device (global settings) or Music device (game-specific settings)
Specifies the device 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 device, 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
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.
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.
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.
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 information 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.
All settings can also be changed in the Configuration file. The configuration key is listed in italics after each setting description.
Theme
Changes the visual appearance of the ScummVM Launcher
gui_theme
GUI scale
Scale the ScummVM GUI to be bigger or smaller. Using a larger scale can help to make the text easier to read when using ScummVM on a big screen.
gui_scale
GUI renderer
Defines how the ScummVM GUI is rendered; normal or antialiased.
gui_renderer
Autosave
Adjusts the time period between autosaves. The default setting is 5 minutes.
autosave_period
GUI language
Chooses the language of the ScummVM Launcher.
gui_language
Switch the ScummVM GUI language to the game language
If ticked, the Launcher language is the same as the game language.
gui_use_game_language
Use native system file browser
Uses the system file browser instead of the ScummVM browser.
gui_browser_native
Always return to the launcher when leaving a game
If ticked, removes the Quit option from the Global Main Menu. Only the Return to Launcher option remains.
gui_return_to_launcher_at_exit
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.
Use the Accessibility tab to change accessibility settings.
From the Launcher, select Global Options, if necessary click the > scroll arrow until the Accessibility tab is visible, and then select the Accessibility tab.
The Accessibility tab in the Global Options menu.¶
All settings can also be changed in the Configuration file. The configuration key is listed in italics after each setting description.
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.
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.
Some options, such as --help or --list-audio-devices, allow you to view information about ScummVM directly on the command line without starting the Launcher or starting a game.
By default executing scummvm on the command line starts the launcher. But if a game is specified, or if --auto-detect is used, this starts the game directly. And otherwise if a command option such as --list-games or --detect is specified, the result will be printed and ScummVM will quit immediately without starting a game or the launcher.
To start a game on the command line, three options are possible.
For games that have previously been added to ScummVM:
scummvm<target>
For any supported games (it does not need to be added to ScummVM beforehand):
scummvm-p<pathtogamefiles><gameid>
or
scummvm-p<pathtogamefiles>--auto-detect
In all cases additional options can be specified on the command line, for example to specify the graphics mode or a save game to load.
The target is a name assigned to a game added to ScummVM. It can be seen and changed in the Game Options. If the same game is added twice to ScummVM, it will be given two different target names, and they can be configured differently. The list of configured targets can be obtained with:
scummvm--list-targets
The game id is a unique identifier for any game supported by ScummVM. You can get a list of all supported games for your ScummVM release by using:
scummvm--list-games
When using a target name on the command line to start a game, it will be using the settings configured for this target, unless overwritten by settings specified on the command line. There is also no need to specify the path for the game files since this is already part of the target configuration.
On the other hand using the game id or --auto-detect will start the games with default settings for any settings not specified on the command line, and 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, the engine name can be omitted 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 needs to 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.
The following examples assume that the path to ScummVM is C:\ProgramFiles\ScummVM\scummvm.exe.
To run Monkey Island, fullscreen (-f), if the game has already been added to ScummVM under the target name monkey1:
C:\ProgramFiles\ScummVM\scummvm.exe-fmonkey1
To run Full Throttle, fullscreen (-f) and with subtitles enabled (-n), specifying the path to the game on a CD (-p):
The following examples assume the path to ScummVM is /usr/games/scummvm.
To run Monkey Island, fullscreen (-f), if the game has already been added to ScummVM under the target name monkey1:
/usr/games/scummvm-fmonkey1
To run Full Throttle, fullscreen (-f) and with subtitles enabled (-n), specifying the path to the game on a CD (-p):
/usr/games/scummvm-f-n-p/cdrom/resourcescumm:ft
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.
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.
Option
Short
Description
--add
-a
Adds all games from current or specified directory.
If --game=NAME is passed, only the game with id NAME is added. See also --detect. Use --path=PATH before -a or --add to specify a directory.
Displays a list of games from the current or specified directory and starts the first game. Use --path=PATH before --auto-detect to specify a directory.
Sets the CD drive to play CD audio from. This can be a drive, path, or numeric index (default: 0)
--config=FILE
-c
Uses alternate configuration file
--console
Enables the console window (default: enabled). Win32 and Symbian32 only.
--copy-protection
Enables copy protection
--debug-channels-only
Shows only the specified debug channels
--debugflags=FLAGS
Enables engine specific debug flags
--debuglevel=NUM
-d
Sets debug verbosity level
--demo-mode
Starts demo mode of Maniac Mansion or The 7th Guest
--detect
Displays a list of games with their game id from the current or specified directory. This does not add the game to the games list. Use --path=PATH before --detect to specify a directory.
--dimuse-tempo=NUM
Sets internal Digital iMuse tempo (10 - 100) per second (default: 10)
--engine-speed=NUM
Sets frames per second limit (0 - 100) for Grim Fandango or Escape from Monkey Island (default: 60).
--dump-scripts
-u
Enables script dumping if a directory called ‘dumps’ exists in the current directory
Shows MD5 hash of the file given by --md5-path=PATH. If --md5-length=NUM is passed then it shows the MD5 hash of the first or last NUM bytes of the file given by PATH. If --md5-engine=ENGINE_ID option is passed then it auto-calculates the required bytes and its hash, overriding --md5-length
--md5mac
Shows MD5 hash for both the resource fork and data fork of the file given by --md5-path=PATH. If --md5-length=NUM is passed then it shows the MD5 hash of the first or last NUM bytes of each fork.
--md5-path=PATH
Used with --md5 or `--md5mac to specify path of file to calculate MD5 hash of (default: ./scummvm)
--md5-length=NUM
Used with --md5 or `--md5mac to specify the number of bytes to be hashed. If NUM is 0, MD5 hash of the whole file is calculated. Of NUM is negative, the MD5 hash is calculated from the tail. Is overriden if passed with --md5-engine option. (default: 0)
--md5-engine=ENGINE_ID
Used with --md5 to specify the engine for which number of bytes to be hashed must be calculated. This option overrides --md5-length if used along with it. Use --list-engines to find all engineIds.
The configuration file saves to different default locations, depending on the platform. The configuration file path is also displayed on the Paths tab.
%APPDATA%\ScummVM\scummvm.ini
For Windows 95/98/ME, the file is at C:\WINDOWS\scummvm.ini
~/Library/Preferences/ScummVMPreferences
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.
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
Note
.config is a hidden directory. To view it use ls-a on the command line.
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.
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.
Key
Type
Default
Description/Options
alsa_port
integer
Specifies which ALSA port ScummVM uses when using the ALSA music driver (Linux).
Shows hidden files/folders in the ScummVM file browser.
gui_list_max_scan_entries
integer
-1
Specifies the threshold for scanning directories in the Launcher. If the number of game entires exceeds the specified number, then scanning is skipped.
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.
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
Creative Music System (C/MS): emulates the first sound card developed by Creative Technology (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 computer. 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 channels.
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 music. 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 synthesizers, 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 ScummVM 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 Wikipedia 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 recommended.
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 consequences. 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.
MIDI device setup might vary depending on your Linux distro.
If you do not have a hardware MIDI device, there are two options: FluidSynth and TiMidity. FluidSynth is recommended as TiMidity might have some lag, depending on the system.
Here are a couple of helpful articles from the Ubuntu community documentation to get you started.
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 configure. 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 soundtrack might provide better sound effects. For these games, you can combine MIDI music with AdLib sound effects by using the mixed AdLib/MIDI mode.
Note
Mixed AdLib/MIDI mode is not supported by all games.
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 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).
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.
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.
With the SDL Surface graphics mode, a software scaler is applied to the game image, before applying 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.
Normal 1x: No filtering, no scaling (original resolution). Fastest.¶
Normal 2x: No filtering, scales the image by a factor of 2. Default for non 640x480 games.¶
Normal 3x: No filtering, scales the image by a factor of 3.¶
Normal 4x: No filtering, scales the image by a factor of 4.¶
HQ 2x: Uses lookup tables to create anti-aliased output. Very nice high quality filter, but slow.¶
HQ 3x: Uses lookup tables to create anti-aliased output. Very nice high quality filter, but slow.¶
Edge 2x: Uses edge-directed interpolation. Sharp, clean, anti-aliased image with very few artifacts.¶
Edge 3x: Uses edge-directed interpolation. Sharp, clean, anti-aliased image with very few artifacts.¶
AdvMAME 2x: Expands each pixel into 4 new pixels based on the surrounding pixels. Doesn’t rely on blurring like 2xSAI, fast.¶
AdvMAME 3x: Expands each pixel into 4 new pixels based on the surrounding pixels. Doesn’t rely on blurring like 2xSAI, fast.¶
AdvMAME 3x: Expands each pixel into 4 new pixels based on the surrounding pixels. Doesn’t rely on blurring like 2xSAI, fast.¶
SaI 2x: Uses bilinear filtering to interpolate pixels.¶
SuperSaI 2x: An enhanced version of the SAI2x filter.¶
SuperEagle 2x: A variation of the SAI2x filter. Less blurry than SAI2x, but slower.¶
PM 2x: Analyzes the eight neighboring pixels to create smoother diagonal lines and rounded edges.¶
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.
Stretch modes control how the game screen is stretched to fill the ScummVM window (or the screen in full screen mode).
Center: The game screen is not scaled and is centered in the ScummVM window.¶
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.¶
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.
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.¶
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.
Fit to window: Fits the game to the window, but maintains the aspect ratio.¶
With this mode you may get either horizontal black bars or vertical black bars on the side, but not both.
Stretch to window: Stretches the game to fill the window.¶
The game may be stretched horizontally or vertically to fill the window. This mode does not enforce the aspect ratio of the game to be preserved.
Fit to window (4:3): Fits the image to the window, at a forced 4:3 aspect ratio.¶
To switch between stretch modes, press Ctrl+Alt+s.
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.
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.
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.
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>.
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 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.
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.
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 OpenQuest, 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=agspath:steamapps!extra:Steam - AGS games at your /SteamApps/ folder, but not marked as Steam game at “extra”
e=wintermutel= - Wintermute games with empty “language” property
pl:doslang=hedesc~a* - Hebrew games for DOS with description starting with letter “A”
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.
%APPDATA%\ScummVM\Logs\scummvm.log
~/Library/Logs/scummvm.log
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.
There are a few ways to become a part of the ScummVM community:
Chat with us on Discord or the IRC Channel . It’s a great place to hang out with developers and other ScummVM users.
Post on the ScummVM Forum . We have several forums; the Help and Support forum if you need help while using ScummVM, the General discussion forum for all general questions, and The Junkyard for almost everything else! We also have some platform-specific forums, in case you have a specific question. Make sure to read the Forum Rules before posting.
There are three ScummVM mailing lists, which you can join here.
If you have made modifications to the ScummVM source code and would like to see them merged into the main code, open a Pull Request on our GitHub page.
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. ScummVM source code is available for you to do whatever you want with it, but if you make modifications 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.
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.
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.
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.
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.
Are your speakers on? Are your headphones properly connected?
Try playing an audio clip from another source to see if you have sound in general.
If you narrow it down to an issue with ScummVM, check the audio settings. ScummVM falls back on an audio setting that works, but if for some reason it doesn’t, you might need to change the settings yourself. A safe bet is usually to set the Preferred device to <default> and allow ScummVM to choose for you.
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.
If you are using the MT-32 emulator, your CPU might not have the processing power to keep up. In this case, you might have some success with running an external MT-32 emulator (Munt), as described in this forum post, provided your platform supports it.
If you are using FluidSynth, in particular with a large Soundfont, your CPU might not have the processing power to keep up. Try selecting a different Preferred device.
If you are using the AdLib emulator, try selecting the least CPU-intensive option; MAME.
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.
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.
For Scumm16, the basis of ScummVM’s older gfx codecs
Curt Coder
For the original TrollVM (preAGI) code
Patrick Combet
For the original Gobliiins ADL player
Ivan Dubrov
For contributing the initial version of the Gobliiins engine
Henrik Engqvist
For generously providing hosting for our buildbot, SVN repository, planet and doxygen sites as well as tons of HD space
DOSBox Team
For their awesome OPL2 and OPL3 emulator
Yusuke Kamiyamane
For contributing some GUI icons
Till Kresslein
For design of modern ScummVM GUI
Jezar Wakefield
For his freeverb filter implementation
Jim Leiterman
Various info on his FM-TOWNS/Marty SCUMM ports
Lloyd Rosen
For deep tech details about C64 Zak & MM
Sarien Team
Original AGI engine code
Jimmi Thøgersen
For ScummRev, and much obscure code/documentation
Tristan Matthews
For additional work on the original MT-32 emulator
James Woodcock
Soundtrack enhancements
Anton Yartsev
For the original re-implementation of the Z-Vision engine
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 Amazon 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 providing 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 Electronic 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.
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.
Added support for Wetlands.
Added support for Chewy: Esc from F5.
General:
The project license has been upgraded to GPLv3+.
Now ScummVM requires C++11 for building.
Removed support for VS2008, as it doesn’t support C++11.
Implemented enhanced filtering in the Search box. See “Understanding
the search box” in the documentation for details.
Implemented Icon view in GUI (GSoC task).
Added support for the RetroWave OPL3 sound card.
Added OpenDingux beta port.
Removed Symbian port.
Added the create_engine tool to aid when creating new engines.
Fixed mouse capture in HiDPI mode.
The GUI Options dialog now marks settings overridden via command lines in red.
In GUI launcher it is now possible to group games by different categories.
GUI launcher has new game icons grid look.
AGI:
Added support for Macintosh versions of Manhunter 1-2.
AGS:
Synced changes from upstream AGS.
AGOS:
Elvira 1: Added support for Casio MT-540/CT-460/CSM-1 and CMS/GameBlaster.
Elvira 1 & 2, Waxworks, Simon the Sorcerer: Added AdLib OPL3 mode.
Depending on the game, this will prevent cut-off notes, add extra notes or
instruments and/or add stereo.
Elvira 2, Waxworks: Added support for AdLib and MT-32 sound effects.
Elvira 2, Waxworks, Simon the Sorcerer floppy: Added Mixed MIDI support
(MT-32 music with AdLib sound effects).
Simon the Sorcerer floppy: Improved AdLib sound effects accuracy.
Simon the Sorcerer: DOS version music tempos are now accurate. Both DOS
and Windows versions now offer the choice of the DOS music tempos or the
faster Windows tempos.
Simon the Sorcerer 2: Improved AdLib and GM support.
Simon the Sorcerer 2: Added workaround for the missing MT-32 tracks in the
intro.
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 alphabetically.
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.
Fixed endianness issues.
Added support for the Korean release.
Supernova:
Added text to speech for dialogs and object descriptions.
SCI:
Added support for Text To Speech in SCI floppy games.
Allow saving from the ScummVM Global Game Menu in the following games:
BRAIN1, BRAIN2, ECOQUEST1, ECOQUEST2, FAIRYTALES, PHARKAS, GK1, GK2, ICEMAN,
KQ1, KQ4, KQ5, KQ6, KQ7, LB1, LB2, LIGHTHOUSE, LONGBOW, LSL1, LSL2, LSL3,
LSL5, LSL6, LSL6HIRES, LSL7, PEPPER, PHANT2, PQ1, PQ2, PQ3, PQ4, PQSWAT,
QFG1, QFG1VGA, QFG2, QFG3, QFG4, SHIVERS, SQ1, SQ3, SQ4, SQ5, SQ6, TORIN.
Fixed many script bugs in KQ6, KQ7, GK2, QFG3, QFG4, Hoyle4.
Fixed loading autosaves in Shivers and Phantasmagoria 2.
Added support for Korean fan translations from the scummkor project:
EcoQuest 2 and Gabriel Knight 2.
SCUMM:
New Digital iMUSE engine. Support for re-compressed audio files dropped in
Full Throttle, The Dig and The Curse of Monkey Island.
Rewrote music player for Amiga versions of Indy3 and Loom in accordance
to the original code.
Fix missing cursor in the 16-color Macintosh versions of Loom and Indiana
Jones and the Last Crusade after loading a savegame.
It is now possible to replace the music in the floppy versions of Loom
with audio tracks. The ScummVM Wiki has a list of which parts of the Swan
Lake ballet the game uses: https://wiki.scummvm.org/index.php/Loom.
Fixed some MIDI music looping when it shouldn’t in EGA/VGA floppy versions
of The Secret of Monkey Island.
Fixed the lava flowing in the wrong direction in the VGA floppy version
of The Secret of Monkey Island.
Fixed Full Throttle distorted graphics when Ben runs past the Corley
Motors entrance.
Fixed the dissolve effect, and Bobbin’s palette when leaving the darkened
tent in the TurboGrafx-16 version of Loom, to match the original behavior.
Fixed incorrect dark rooms colors in MM NES on strict-alignment ports such
as Dreamcast, Apple silicon and various handheld devices.
Rewrote text rendering routines for Full Throttle, The Dig and The Curse
of Monkey Island in accordance to the original interpreters.
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:
Added support for displaying OSD messages on the Touch Bar.
Windows port:
Added “Portable Mode” in which the executable’s directory is used to store
application files if a scummvm.ini file is present, instead of the user’s
profile directory.
Fixed detection of the Application Data path on Windows 95/98/ME.
RISC OS port:
Added support for dynamic plugins.
Added a native MIDI driver.
Nintendo DS port:
Fixed screen scrolling when using the Load and Save dialogs.
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.
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.
Major extension to the number of supported graphics scalers.
Display path to scummvm configuration file in GUI -> Options -> Paths.
Added new optional dependency, giflib >= 5.0.0. Used by some version of LBA.
Added HiDPI support to the ScummVM GUI.
Added command line option –window-size for specifying ScummVM window size,
applicable only to the OpenGL renderer.
Fixed switching to the default graphics mode. This was sometimes not applied
until restarting ScummVM or starting a game.
ScummVM GUI has been fully translated into Korean and Japanese.
Added GUI option for enabling and disabling the Discord RPC integration.
ADL:
Added support for Mystery House French translation.
Added support for several game variants.
AGI:
Added support for Russian versions. Input now works.
AGOS:
Added support for the Japanese PC-98 version of Elvira 1.
CGE:
Added option to use Text To Speech for Soltys.
CGE2:
Added option to use Text To Speech for Sfinx.
Cine:
Added detection for Future Wars CD version with French translation patch.
Added detection for Italian Amiga Operation Stealth.
Fixed crash before entering secret base.
Fixed space missing in verb line.
Fixed vertically overflowing message boxes.
Dreamweb:
Rendering fixes for Russian fan translation.
Glk:
Fixed savegame issues with several subengines.
Fixed memory overrun in Level9 game detector.
Added detections for 2020 IF Comp games.
Enabled Glulx sub-engine.
Gob:
Added support for Bargon Attack Russian translation.
Added support for Woodruff Russian translation.
Griffon:
Fixed Return to Launcher from The Griffon Legend.
Added option to use Text To Speech in The Griffon Legend
Grim:
Added support for Brazillian Portuguese Grim Fandango.
Kyra:
Added support for the Japanese Sega-CD version of Eye of the Beholder.
Added support for the Hebrew fan translation of Legend of Kyrandia.
Added support for the Hebrew fan translation of Legend of Kyrandia 2.
Added support for the Simplified Chinese version of Legend of Kyrandia 3.
Added support for the playable demo of Lands of Lore.
Lure:
Fixed fire animation in first room when loading saves.
Fixed AdLib support.
Fixed MT-32 support.
Pegasus:
Added support for DVD/GOG.com release.
Queen:
Added support for German Amiga floppy release.
SAGA:
Added support for ITE GOG Mac CD v1.1.
Added support for ITE PC-98 Japanese.
Fixed digitized music not looping in Inherit the Earth.
SCI:
Added RGB rendering mode (16/32bpp) for SCI0 - SCI1.1 games, which addresses palette
issues in screen transitions and avoids mode changes when playing Mac QuickTime videos.
Added custom palette mods for SQ3 and LSL2 from the FreeSCI project. When enabled, the mods improve the visuals
in these two games.
Added support for Macintosh version of Gabriel Knight 1.
Added support for CD-Audio version of Mixed-Up Mother Goose.
Added support for Korean fan translations from the scummkor project: Castle of Dr. Brain,
EcoQuest 1, Gabriel Knight 1, King’s Quest 1, 5, and 6, Laura Bow 2, and Space Quest 4.
Added support for Space Quest 4 Update 1.3 by New Rising Sun.
Added support for French LSL1VGA.
Added support for Hebrew QFG1VGA.
Added support for Hebrew GK1.
Added support for Russian Longbow.
Added support for Russian LSL6.
Added support for alternate Russian LSL7.
Added support for alternate Polish LSL7 including files packaged with InstallShield.
Added support for alternate Russian SQ5.
Added support for alternate Russian Torin’s Passage.
Added support for fan game Soulshade Asylum.
SCI1.1 views are now scaled accurately.
Fixed sounds not stopping or restarting correctly.
Fixed sound issues when restoring SCI0 games.
Fixed corruption when “Prefer digital sound effects” was disabled in SCI1 games.
Space Quest 4 CD sound effects now match the selected platform.
Added option to enable Windows cursors in CD versions of King’s Quest 5 and Space Quest 4.
Fixed “Girl In The Tower” song not playing at the end of King’s Quest 6 CD.
Fixed King’s Quest 5 Amiga beach error that prevented completing the game.
Fixed over 30 script bugs in GK1, HOYLE4, KQ1DEMO, KQ5, KQ6, KQ7, LB1,
LSL3, PEPPER, PQ3, QFG3, SQ1, SQ4, and SQ6.
Unlocked JANE easter egg in Gabriel Knight 1.
SCUMM:
Fixed Chinese, Japanese and Korean text display for The Dig and for The Curse of Monkey Island. These fixes
also include some improvements to the common text display (mainly the formatting of wrapped texts).
Fixed display of Chinese, Japanese and Korean pause and restart dialogs.
Added support for numerous Korean translations from scummkor project.
Added support for Russobit-M versions of Pajama2 and SpyOzone.
Fixed speech playback in Akella version of COMI.
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 Indiana Jones and the Last Crusade.
Enabled difficulty selection in the version of Monkey Island 2 that was
included on the LucasArts Mac CD Game Pack II compilation. (It had been
disabled along with the copy protection.)
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.
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.
Improved MIDI playback and fixed many audio issues.
Fixed 30 original script bugs in ECO2, GK1, KQ4, KQ5, KQ6, KQ7, LB1, LONGBOW,
PHANT2, QFG1, QFG3, QFG4, SQ5 and SQ6.
Fixed a script bug responsible for rare and random lockups in most Sierra
games between 1992-1996.
Added support for Inside the Chest / Behind the Developer’s Shield.
Added support for German LSL6-Floppy.
Added support for Hebrew Torin’s Passage.
Added support for Italian Lighthouse.
Added support for Polish KQ5, LSL2, LSL3, LSL5 and LSL6-Floppy.
Fixed Russian LSL1 error when hailing a taxi.
Fixed Phantasmagoria 2 error when attempting easter eggs.
Fixed QFG3 auto-saves.
Fixed QFG4 and Shivers save game thumbnails being obscured by control panels.
Fixed a random crash in the Windows version when exiting a game.
Added support for Roland D-110 sound driver.
The “Prefer digital sound effects” checkbox works correctly now for SCI01/SCI1 games.
SCUMM:
Fixed palette issues leading to incorrect colors in MM NES intro and dark rooms.
Fixed the rendering of the flashlight in MM NES to match the original version.
Replaced the existing NES palette to a more accurate NTSC palette based on Mesen.
Added a new GUI option to switch to an alternative NES palette based on the NES Classic.
Improved colors in Apple //gs Maniac Mansion.
Fixed crash when entering garage in Apple //gs Maniac Mansion.
Added support from Classic Full Throttle from Remastered release.
Supernova:
Improved English translation.
Sky:
Fixed syncing of music volume between native settings panel and ScummVM configuration.
Sword1:
Added support for localized menus in Novy Disk Russian Trilogy release.
Added support for Spanish playable Demo available from our website.
Sword2:
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.
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.
Added a TV emulation mode.
Added support for the WOZ disk image format.
Drascula:
Fixed loading game from launcher when the game had been saved in chapter 1.
Full Pipe:
Fixed playtime not being restored when loading a savegame.
Fixed a bug that leads to enormous memory consumption in scene 22.
Kyra:
Added support for the Amiga version of Eye of the Beholder I + II.
Added support for the FM-Towns version of Eye of the Beholder II.
Several bug fixes.
MOHAWK:
Added a main menu for the 25th anniversary release of Myst ME.
Repurposed the landing menu as a main menu for the 25th anniversary
release of Riven.
Added autosave to slot 0 to Myst and Riven.
Added keyboard shortcuts for loading and saving as documented in the game
manual to Myst and Riven.
Fixed a crash caused by the observatory viewer random position going out
of bounds in Myst.
Fixed a crash caused by Jungle Island flies going out of bounds in Riven.
Fixed missing end credits for the Polish version in Riven.
Improved usability for some puzzles in Myst and Riven.
Fixed various crashes, graphics glitches, and sound imperfections in Myst
and Riven.
Mortevielle:
Added speech synthesis on some platforms.
SCI:
Added LarryScale, a high quality cartoon scaler for Leisure Suit Larry 7.
Fixed over 100 original game script bugs in CAMELOT, ECO1, ECO2,
FREDDYPHARKAS, GK1, HOYLE5, ICEMAN, KQ6, LB1, LB2, LONGBOW, LSL6,
MOTHERGOOSE256, PQ3, PQ4, QFG1VGA, QFG4, and SQ4.
Fixed a bug in version 2.0.0 that prevented the Macintosh versions of
Freddy Pharkas, King’s Quest 6, and Quest for Glory 1 (VGA) from loading.
Fixed a crash in the Macintosh version of Freddy Pharkas when picking up
the shovel which makes the game completable.
Fixed loading autosave games.
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):
Added support for game controllers.
Added support for adding games via Drag and Drop.
Windows port:
Added option to use the system file browser instead of the ScummVM file browser.
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.
Added support for Space Quest 6.
Added support for Torin’s Passage.
New ports:
Added PSP Vita port.
Added RISC OS port.
General:
Added bilinear filtering option for SDL2 fullscreen mode.
Fixed a bug that caused a crash in the options dialog of the GUI.
Added a command-line option to automatically scan for supported games in
the current or a specified directory.
Added possibility to apply changes in the options dialog without closing
the dialog.
Added support for on-the-fly GUI language switching.
Updated Munt MT-32 emulation code to version 2.0.3.
Improved handling of joysticks.
Improved audio latency.
Improved management of the ScummVM window in games that switch display
modes.
Fixed list view drawing over text above it (for example in the save dialog).
Changed location where screenshot are saved. This fixes issues when scummvm
is installed in a read-only directory. Also added setting to allow changing
this location.
Changed screenshot format to png.
Fixed multithreading issue that could cause a crash in games using MP3 audio.
ADL:
Fixed application freeze when reading sign in rocket in Mission Asteroid.
AGI:
Fixed game script blocking forever after loading a savegame that was saved
while music was playing (this could happen for example in Police Quest 1
poker back room.
Fixed cursor behaviour in Manhunter.
Fixed nightclub arcade sequence speed for Manhunter Apple IIgs version.
Reduced fastest game speed to a maximum of 40 FPS to ensure the games do
not run too fast.
AGOS:
Fixed subtitle speed setting in the Hebrew version of Simon the Sorcerer 1.
Composer:
Added save/load from General Main Menu.
Fixed the detection for the French Gregory.
Added detection for German Baba Yaga.
Cruise:
Fixed font rendering.
Drascula:
Fixed bug that made it impossible to talk to the drunkard more than once in the inn.
Added handling of the master volume and fix volume synchronization between
the game and ScummVM options.
Added possibility to load and save games using GMM.
Dreamweb:
Fixed crash when collecting last stones under church.
Fixed detection of Italian CD release.
Kyra:
Fixed a buffer overflow in Lands of Lore.
Fixed crash due to missing palette data for Legend of Kyrandia floppy version.
MADE:
Fixed badly distorted sound (bug #9753).
MADS:
Fixed a bug that caused a crash after starting Rex Nebular and the Cosmic Gender Bender.
Fix rare crash that can happen when Rex is first locked up
MOHAWK:
Added patch to the original data files to correct the vault access
instructions in Myst ME.
Fixed situations where Myst could appear to be unresponsive.
Reworked sound handling in Myst to be more accurate.
Fixed crash in Myst piano puzzle.
Neverhood:
Fixed crash in musical hut in Russian DR version.
Fixed late game notes crash in Russian DR version.
Pegasus:
Fixed loading a game from the launcher after returning to the launcher.
Ignored events occuring while the GUI is visible. This for example fixed an
issue where closing the GMM using Escape would also opens the game’s own
menu.
Fixed several crashes when toggling the shared screen space.
Improved performances when fading screen.
SAGA:
Fixed crash when using the give verb on an actor in IHNM.
Fixed Gorrister invisible and stuck when reloading at mooring ring in IHNM.
Fixed the conversation panel background color in IHNM.
Added support French Fan Translation of Inherit the Earth.
SCI:
Fixed a script bug in Laura Bow 2: Dagger of Amon Ra that made it impossible
to exit the party room with the large golden head inside the museum (room 350).
This bug is also present, when using the original interpreter.
Improved startup speed when using the MT-32 emulator.
Improved handling of MT-32 reverb in SCI0 games.
Improved selection of synthesized sound effects in SCI0 games.
Improved selection of digital audio in SQ4.
Improved resource bounds checking.
Improved error handling of corrupt MIDI data.
Fixed slow leak of small amounts of data into save games over time.
Fixed broken day/night cycle in QFG3.
Fixed a script bug in Police Quest 3 to now grant 10 points when giving the
locket to Marie. Now it’s possible to beat the game with a perfect score.
This bug is also present when using the original interpreter.
Fixed various other script bugs.
Improved audio volume and settings synchronization.
SCUMM:
Fixed crash in amiga games.
Fixed two soundtracks playing at once in Monkey Island 2.
Fixed Caponians dont disguise after using blue crystal in Zak McKracken.
Fixed Dr. Fred facing wrong way in lab cutscene in Maniac Mansion.
Fixed actors being drawn one line too high in V0 and V1 games.
Fixed Purple Tentacle appears in Lab Entry after being chased out in maniac Mansion.
Fixed power not turning back on in Maniac Mansion when entering the lab
while Dr. Fred has the power off.
Fixed actors skipping between certain walk-boxes in Maniac Mansion.
Sherlock:
Fixed detection for Italian fan translation of Serrated Scalpel.
Sky:
Fixed collision detection.
Sword1:
Added thumbnail when saving from in-game dialog.
Fixed audio and subtitles settings being changed when open the load/save
in-game dialog.
Tinsel:
Fixed some Discworld 2 text/voice not displaying & playing all the way through.
Fix crash in in-game save menu when all slots are used with long names
TsAGE:
Fixed regression preventing animations in Return to Ringworld from playing.
Fixed display issues in Return to Ringworld Demo.
Fixed loading Return to Ringworld savegames with unreferenced dynamic objects.
Fixed deadlock in audio code.
Fixed crash on Return to Launcher.
Voyeur:
Fixed backgrounds not showing for static rooms.
Fixed playback of audio events on VCR.
Fixed exiting game from the VCR screen.
Added workaround for original game bug using invalid hotspot Ids
macOS port:
Added support for selecting any connected MIDI devices instead of automatically
using the first one.
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 Hercules 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.
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 ScummVM.
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.
Fixed game restart after language change in-game.
Fixed flickering in main Menu.
Fixed long save time on Windows.
Windows port:
Fixed bug in MIDI device listing affecting cases where MIDI devices were
not usable.
Mac OS X port:
Dock menu for ScummVM now lists recently played games when ScummVM is
not running and allows starting those games.
Enabled Sparkle application updater.
GCW0 port:
Improved support for built-in ScummVM documentation.
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 interpreter. 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.
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).
The GUI can now be rendered in 32-bits.
The build system has been changed to be more modular and easier to add new
engines.
SDL:
Added OpenGL graphics mode based on our generic OpenGL output. This
allows for arbitrary output sizes. However, it does not support special
filters like AdvMAME, HQ, etc.
AGOS:
Added mouse wheel support for inventory and save game lists.
Enabled verb name display in Simon the Sorcerer 2.
Fixed the Feeble Files loyalty rating in the English 4CD version. (This
was apparently a bug in the original game. It is currently unknown if
other versions still have the same problem.)
Broken Sword 1:
Added back support for MPEG-2 videos.
Broken Sword 2:
Added back support for MPEG-2 videos.
CGE:
Added an option to enable “Color Blind Mode” to the ScummVM GUI.
Gob:
Improved video quality in Urban Runner.
Hopkins:
Added an option to toggle “Gore Mode” from the ScummVM GUI.
Fixed bug that could cause the music to stop prematurely.
Pegasus:
Fixed several rare crashes and glitches.
Fixed multiple bugs carried over from the original binary.
SCI:
Added support for the more detailed RAVE lip syncing data in the Windows
version of King’s Quest 6. Portraits should now be much more expressive
when talking.
Added support for simultaneous speech and subtitles in the CD versions
of Laura Bow 2 and King’s Quest 6 (toggled either in-game with the new
“Dual” audio state, or via the ScummVM audio options).
Fixed music fading.
Fixed several script bugs in Camelot, Crazy Nick’s, Hoyle 3, QFG1VGA, KQ5,
KQ6, LB2, LSL2, LSL5, Pharkas, PQ1VGA, SQ4, SQ5.
Improved the MIDI parser so that music event processing is done more
properly.
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.
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.
Added support for the Macintosh version of Discworld 1.
General:
Added a new save/load chooser based on a grid of thumbnails. This is only
supported for resolutions bigger than 640x400. The old chooser is still
available and used for games without thumbnail support. It is possible to
select the old one as default too.
Rewrote VideoDecoder subsystem.
Added Galician translation.
Added Finnish translation.
Added Belarusian translation.
Using the mouse wheel on a slider widget now changes the value by the
smallest possible amount. This is more predictable than the old behaviour,
which was to change the value by “one pixel” which would sometimes not
change it at all.
Updated MT-32 emulation code to latest munt project snapshot.
Added FluidSynth settings dialog, mainly for reverb and chorus settings.
Fixed crash on certain Smacker movies.
Cine:
Improved audio support for Amiga and AtariST versions of Future Wars.
Now music fades out slowly instead of stopping immediately. Sound
effects are now properly panned, when requested by the game.
CGE:
Soltys contains a puzzle requiring the ALT key to be pressed while clicking
on an object. This puzzle has been disabled on devices not using this key.
Drascula:
Resolved multiple UI issues with the original save/load screen.
Added advanced savegame functionality, including savegame timestamps and
thumbnails and the ability to load and delete savegames from the launcher.
It’s now possible to use the ScummvM save/load dialogs.
The F7 key (previously unmapped) now always shows the ScummVM load screen.
The F10 key displays either the original save/load screen, or the ScummVM
save screen, if the user has selected to use the ScummVM save/load
dialogs.
Dreamweb:
Now that the game is freeware, there is a small extra help text showing
the available commands in the in-game terminals when the player uses the
‘help’ command. Previously, players needed to consult the manual for the
available commands. Since this reference to the manual is a form of copy
protection, this extra line can be toggled by the ScummVM copy protection
command line option.
Groovie:
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).
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 FreeFont 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.
Implemented 16 bits per pixel support for games.
Maemo port:
Added support for Nokia 770 running OS2008 HE.
Added configurable keymap.
Windows port:
Changed default savegames location for Windows NT4/2000/XP/Vista/7.
(The migration batch file can be used to copy savegames from the old
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 sleeping 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.
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 synthesized 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.
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.).
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 official 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.
Added support for “Return To Launcher”.
Gob:
Fixed “Goblin Stuck On Reload” bugs affecting Gobliiins.
Kyra:
Closed memory leaks.
Parallaction:
Corrected issue which could cause crash at engine exit.
Closed memory leaks in Nippon Safes Amiga.
SCI:
Added a CMS music driver for SCI1 - SCI1.1 games.
Added an option to toggle undithering from the ScummVM GUI.
Added several previously missing parts of the game state in saved games,
such as game played time, script created windows, the script string heap
and information related to the text parser in old EGA games.
Added support for SCI1.1 magnifier cursors.
Added support for the keypad +/- keys.
Added support for the alternative General MIDI tracks in the Windows CD
versions of Eco Quest, Jones in the Fast Lane, King’s Quest 5 and Space
Quest 4.
Added support for the alternative Windows cursors in the Windows version
of King’s Quest 6.
Added support for simultaneous speech and subtitles in the CD versions of
Space Quest 4 and Freddy Pharkas.
Corrected resource loading leaks.
Corrected several problems and issues in the Skate-O-Rama rooms in Space
Quest 4.
Corrected several issues in Hoyle Classic Card Games.
Fixed several graphical glitches (like, for example, parts of the screen
that weren’t erased correctly under some rare circumstances).
Fixed several script bugs.
Fixed several pathfinding related issues and lockups (like, for example,
a lockup in the shower scene of Laura bow 1 and pathfinding in some
screens during the chase sequence in Laura Bow 2).
Fixed several music related glitches and possible lockups (like, for
example, a rare music lockup that occurred when loading a saved game
outside the palace in Quest for Glory 3).
Fixed possible problems and lockups in the character import screens of
Quest for Glory 2 and 3.
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).
Improvements for Digital iMUSE subsystem. This fixes several glitches in
The Curse of Monkey 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.
Added Cinematique evo 1 engine. Currently only Future Wars is supported.
Added Touche: 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.
Added support for Bargon Attack.
Added Sierra AGI engine.
Added support for Goblins 3.
Added Parallaction engine. Currently only Nippon Safes Inc. is supported.
General:
Added dialog which allows the user to select the GUI theme on runtime.
Added ‘Mass Add’ feature to the Launcher, which allows you to scan for
all games in all subdirectories of a given directory (to use it, press
shift then click on “Add Game”).
Improved the way the auto detector generates target names, it now takes
a game’s variant, language and platform into account.
Improved compression for DXA movies.
Keyboard repeat is now handled in a centralized way, rather than on a
case-by-case basis. (Simply put, all engines now have keyboard repeat.)
Broken Sword 1:
Added support for DXA cutscenes.
Added support for Macintosh version.
Broken Sword 2:
Added support for DXA cutscenes.
Added “fast mode” (use Ctrl-f to toggle).
Queen:
Added support for Amiga versions.
Fixed some sound glitches.
SCUMM:
Added support for non-interactive demos of HE games (CUP).
Improved A/V syncing in SMUSH videos (affects Dig, FT, COMI).
Improved speed of the NES sound code.
Fixed many (sometimes serious) actor walking issues, specifically
in Zak McKracken and Maniac Mansion, by rewriting the walking code
for these games.
Fixed several other issues.
Added support for DXA movies playback in HE games.
Simon:
Renamed Simon engine to AGOS.
Kyrandia:
Added support for FM-TOWNS version (both English and Japanese).
BASS:
Fixed long-standing font bug. We were using the control panel font for
LINC space and terminals, and the LINC font in the control panel. This
caused many character glitches (some of which we used to work around) in
LINC space and terminals, particularly in non-English languages.
Nintendo DS Port:
New engines supported: AGI, CINE, and SAGA.
Option to show the mouse cursor.
Word completion on keyboard for AGI games.
Plenty of optimisations.
Symbian Port:
Added support for MP3 to S60v3 and UIQ3 versions.
Switched to SDL 1.2.11 for bug fixes and improvements.
Improved performance for S60v3 and UIQ3 using ARM target.
Limited support for pre Symbian OS9 devices due to compiler issues.
Updated key mapping handling.
WinCE Port:
Switched to using a GCC toolchain for building.
Major update to the SDL lib. Better, faster, more compatible. :-)
The included fixes are too numerous to mention here.
Most of the updates in this version have concentrated on infrastructure.
This leads to faster execution, greatly increased compatibility and
OS friendliness - especially for keyboard/mouse input and display
handling (f.ex. no more popups during gameplay).
Windows Port:
The default location of the config file changed, to support multi-user
systems.
PalmOS Port:
Now using PalmOS Porting SDK which enables use of the C standard library.
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.
Improved support for international versions of HE games.
Improved support for Macintosh versions of games.
Fixed several minor bugs.
BASS:
Fix crash when speed/volume sliders are clicked and then dragged out
of the scummvm window.
Gob:
Fixed disappearing cursor when level password is typed in.
Warn user if he tries to run CD version directly from CD under Windows.
Queen:
Fixed charset for Spanish version.
SAGA:
Fixed digital music playback under BE systems.
Simon:
Implemented more precise MD5-based game detection.
Added Polish support for Simon the Sorcerer 2.
Fixed fades during ride to goblins camp in Simon the Sorcerer 2.
Fixed palette delay at the end of Simon the Sorcerer 1.
Fixed sound looping in Windows version of Simon the Sorcerer 2.
Sword1:
Fixed a bug where looping sounds would keep playing during cutscenes or
when displaying any form of control panel dialog.
The save game dialog would erroneously claim an I/O error occurred if the
savegame list had unused slots, and savegames were compressed.
Fixed a scrolling bug which caused the finale sequence to be displayed
incorrectly.
Sword2:
Fixes and cleanups to the end credits. The German credits work now.
Fixed missing speech/music in the second half of the game, reported to
happen in some versions of the game.
PS2 Port:
Completely reworked and now really goes official.
PSP Port:
Fixed a bug that caused Broken Sword 1, and games that use ripped CDDA
tracks (most notably the CD version of Monkey Island 1), to stop
functioning properly after a while.
WinCE Port:
Check backends/wince/README-WinCE for the latest news.
Fixed disappearing panel when opening a list widget in GUI.
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.
Added thumbnail support for savegames.
Broke compatibility with HE savegame (HE v71 and upwards only).
Added possibility to disable building of HE and SCUMM v7 & v8 games
support.
Fixed the last few known music glitches in Sam & Max. (There are
still some - probably - minor missing features though.)
Added support for Commodore64 version of Zak McKracken.
Eliminated all demos targets and platform-specific targets. Config
file is autoupdated.
Sword2:
Made the resource manager expire resources more intelligently.
Improved performance when playing the game from CD instead of hard
disk.
Simplified sound effects handling. Again.
Code cleanups and restructuring.
Fixed long-standing bug in decompressing sounds from the
speech/music CLU files. It was generating one sample too many,
which could be heard as a very slight popping noise at the end of
some sounds. Files that have been compressed with older versions
of compress_sword2 will, of course, still have the same error. You
may want to regenerate them.
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 executable 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.
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.
ScummVM is an open-source project created, maintained and constantly improved by a team of passionate volunteers from all around the world. If you enjoy using ScummVM and would like to support the team, you can use the PayPal Donate button below.
Another way to support us is to buy your games from GOG.com using the ScummVM Affiliate link.
If you have software development or technical writing skills, we would love for you to join the ScummVM team! Check out Developer Central on the ScummVM wiki for more information on contributing to ScummVM.