Short: Collection of various ScummVM tools Author: The ScummVM Team Uploader: polluks sdf lonestar org (Stefan Haubenthal) Type: game/role Version: 0.9.0 Architecture: ppc-morphos Extraction Tools: extract_kyra Unpacks .PAK files from Kyrandia games. extract_scumm_mac Extracts Macintosh "single file" SCUMM games into their component parts, for use with ScummVM. This is required for ScummVM up to version 0.6.x; all later versions directly support reading this file format. extract_loom_tg16 Extracts data files from TG16 version of Loom. Use the dumpcd utility at http://www.zeograd.com/misc_download.php to dump the code tracks on the CD. There is currently no support for this game in ScummVM! extract_mm_c64 Extracts data files from the Commodore 64 version of Maniac Mansion. extract_mm_nes Extracts data files from the NES version of Maniac Mansion. extract_simon1_amiga Extracts the graphics or music files in AGA and ECS versions of Simon the Sorcerer 1 for Amiga. extract_zak_c64 Extracts data files from the Commodore 64 version of Zak McKracken. Compression Tools: compress_scumm_sou Used to compress .sou files to .so3 (MP3), .sog (Vorbis), or .sof (FLAC). compress_queen Used to rebuild the datafile of Flight of the Amazon Queen, and allow optional MP3, Vorbis or FLAC compression. compress_saga Used to compress SAGA engine digital sound files to MP3 or Vorbis. There is currently no support for compressed sound files in ScummVM! compress_simon Used to compress the Feeble Files or Simon 1/2 voc/wav files to MP3, Vorbis or FLAC. compress_sword1 Used to compress Broken Sword 1's music and speech files to MP3 or Vorbis. compress_sword2 Used to compress Broken Sword 2's music and speech .clu files to .cl3 (MP3), .clg (Vorbis) or .clf (FLAC). Please note that FLAC compression will produce a larger file than the original! This is because the original files already use lossy compression. compress_scumm_san [--ogg] Compresses '.san' smush animation files. It uses lossless zlib for compressing FOBJ gfx chunks inside a san file. It also can create a separate Ogg file with the audio track. Example of usage: compress_Scumm_san opening.san uncomp comp In order to use such compressed files, your ScummVM binary must have been built with zlib support enabled (you can find out whether that's the case by looking at the About dialog). For the Ogg or Mad compression feature, your ScummVM binary naturally must have been built with Ogg or Mad support enabled. NOTE: For some '.san' files there is a corresponding '.flu' file, which contains offsets into the '.san' file. Hence, the compress_scumm_san has to modify the '.flu' file. This happens automatically, if the '.san' and '.flu' files are in the same directory (which is normally the case). If you want to move the '.san' files before compressing them, make sure to move the '.flu' files, too! compress_scumm_bun [--ogg] Compresses '.bun' music/voice files. Example of usage: compress_scumm.bun digmusic.bun uncomp comp For the Ogg or Mad compression feature, your ScummVM binary naturally must have been built with Ogg or Mad support enabled. compress_kyra Used to compress The Legend of Kyrandia's speech files with MP3, Vorbis or FLAC. Example of usage: compress_kyra input/GEMCUT.VRM output/GEMCUT.VRM Note: You have to keep the VRM extension, else it will NOT work. Use it like shown above, copy all *.VRM files to a directory and let the tool put the output file in another directory. Script Tools: descumm Decompiles SCUMM scripts desword2 Disassembles Broken Sword II scripts dekyra Basic script disassembler for Legend of Kyrandia games Encoder Tools: encode_dxa Creates DXA file out of extracted Smacker video. To extract a video use RAD Game Tools and perform 2 passes on it. For example, if your video is called 'intro.smk'. 1. Extract the video to PNG, 256 colors (choose PNG format and tick the checkbox). It will create bunch of files named 'introXXX.png', where XXX is frame number. Make sure you have extracted 256 colors PNGs, otherwise encode_dxa will complain. 2. Extract the audio to WAV format, you will get an 'intro.wav' file. 3. Put files 'intro.smk', 'intro.wav' and 'intro*.png' into a single directory. 4. Run `encode_dxa intro` in that directory 5. You will get an intro.dxa file and intro.flac/mp3/ogg file in result. Additionally you may use batch processing mode of SMK files in RAD Game Tools. Just select more than one file and push the 'Convert' button. It will ask you either you want them processed in batch mode and will do this for you. All buttons and conversion options work the same.