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This is a collection of various tools that may be useful to use in conjunction
with ScummVM. Please note that this module is not always in-sync with the latest
STABLE version of ScummVM.
This means that although a tool may support a feature, certain
ScummVM versions may not. ScummVM 0.6.x does not support FLAC audio, for
example.
Extraction Tools:
All extraction tools work on the simple format:
extract [-o outputdir] <inputfile>
If output directory is not specified, it defaults to out/inputfile
extract_agos
Extracts the packed files used in the Amiga and AtariST
versions of Elvira 1/2, Waxworks and Simon the Sorcerer 1.
Example of usage:
extract_agos <infile 1> ... <infile n>
extract_cine
Unpacks Delphine's Cinematique engine's archive files.
Should work at least with Future Wars and Operation Stealth.
Supports using Operation Stealth's 'vol.cnf' file as input
in which case it will try to unpack all the archive files
listed in 'vol.cnf'. Accepts only one input file.
Example of usage:
extract_cine <infile>
extract_kyra
Unpacks .PAK files from Kyrandia games.
It is also able to extract the installer package files from
Hand of Fate DOS floppy version. You should be sure you got
all WESTWOOD.### files for that, since they are one big package
file splitted into several, so with -x you will extract *all*
files from the installer files.
Takes some additional arguments, run extract_kyra --help for
details.
Example of usage:
extract_kyra -x [-o outputdir] <infile>
extract_loom_tg16
Extracts data files from the PC-Engine version of Loom.
Use the dumpcd utility at http://www.zeograd.com/misc_download.php
to dump the code tracks on the CD.
Example of usage:
extract_loom_tg16 [-o outputdir] <infile>
extract_mm_apple
Extracts data files from the Apple II version of Maniac
Mansion.
Example of usage:
extract_mm_apple [-o outputdir] <disk1.dsk> <disk2.dsk>
extract_mm_c64
Extracts data files from the Commodore 64 version of Maniac
Mansion.
Example of usage:
extract_mm_apple [-o outputdir] <disk1.d64> <disk2.d64>
extract_mm_nes
Extracts data files from the NES version of Maniac Mansion.
Japanese version is _not_ supported.
Example of usage:
extract_mm_nes [-o outputdir] <infile.PRG>
extract_parallaction
Extracts the contents of archives used by Nippon Safes
Example of usage:
extract_parallaction [--small] [-o outputdir] <infile>
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.
Example of usage:
extract_scumm_mac [-o outputdir] <infile>
extract_zak_c64
Extracts data files from the Commodore 64 version of Zak
McKracken.
Example of usage:
extract_zak_c64 [-o outputdir] <disk1.d64> <disk2.d64>
extract_gob_stk
Extracts data files from STK/ITK files of Coktel Vision
games.
Example of usage:
extract_gob_stk [-o outputdir] <infile>
Compression Tools:
All compression tools work on the general format
compress [mode] [mode params] [-o output] <infile>
mode is either --mp3, --vorbis or --flac, the specifci mode params
can be found by running the tool with --help.
output and input are for some tools a directory, for some a file.
compress_agos
Used to compress the Feeble Files or Simon the Sorcerer 1/2
voc/wav files to MP3, Vorbis or FLAC.
Example of usage:
compress_agos [mode params] [--mac] [-o outputfile] <infile>
Specify --mac for the mac version (obviously).
Default output is input with changed extension.
compress_kyra
Used to compress The Legend of Kyrandia, The Legend of
Kyrandia: Hand of Fate and The Legend of Kyrandia: Malcolm's
Revenge, Lands of Lore: The Throne of Chaos audio files with
MP3, Vorbis or FLAC.
Examples of usage:
compress_kyra [mode params] [-o outputdir] GEMCUT.VRM
compress_kyra [mode params] [-o outputdir] BATH1.AUD
compress_kyra [mode params] [-o outputdir] ANYTALK.TLK
Note: You have to keep the file extension the tool will append
else it will NOT work. Use it as shown above, copy all speech
files to a directory and let the tool put the output file in
another directory.
compress_queen
Used to rebuild the datafile of Flight of the Amazon Queen,
and allow optional MP3, Vorbis or FLAC compression.
Example of usage:
compress_queen [mode params] [-o outputfile] queen.1
Default output file is "queen.1c"
compress_saga
Used to compress SAGA engine digital sound files to MP3, Vorbis
or FLAC.
Example of usage:
compress_saga [mode params] [-o outputfile] <infile>
Where <file> is the sound file you with to compress, without the
extension.
Default output file is input file with the extensions ".cmp"
For Inherit the Earth, the digital music (music.rsc), speech
(voices.rsc or "inherit the earth voices") and sound effects
(sounds.rsc) files can be compressed. For I have no mouth, the
speech (voices*.res) files can be compressed.
The compressed files have the ".cmp" extension. Once compressed,
you only need the respective .cmp files.
There is no compression support yet for the following versions:
- The Mac CD Guild version of Inherit the Earth (uses MacBinary
*.bin files)
- The unsupported early DOS demo of Inherit the Earth
compress_scumm_bun
Used to the compress '.bun' music/voice files with MP3, Vorbis
or FLAC.
Example of usage:
compress_scumm_bun [mode params] [-o outputfile] <infile>
Default outputfile is inputfile with the extension ".bun"
Please note that FLAC compression will produce larger files
than the original, for The Curse of Monkey Island!
compress_scumm_san
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 [mode params] [-o outputfile] <infile>
Default output is inputfile with the extension ".san"
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 MP3 compression feature, your ScummVM binary
naturally must have been built with Ogg or MP3 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_sou
Used to compress .sou files to .so3 (MP3), .sog (Vorbis),
or .sof (FLAC).
Example of usage:
compress_scumm_sou [mode params] [-o outpufile] <infile>
Default output file is inputfile with changed extensions,
depends on the compression method used.
compress_sword1
Used to compress Broken Sword 1's music and speech .clu
files to .cl3 (MP3), .clg (Vorbis) or .clf (FLAC).
Example of usage:
compress_sword1 [params] <inputdir>
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.
Example of usage:
compress_sword2 [params] <file>
compress_touche
Used to compress and pack Touche speech files ('Vxxx' and
'OBJ') to MP3, Vorbis or FLAC to a single file named
TOUCHE.SO3 (MP3), TOUCHE.SOG (Vorbis), or TOUCHE.SOF (FLAC).
Once compressed, only TOUCHE.DAT and TOUCHE.SOx files are
required to play the game under ScummVM.
Example of usage:
compress_touche [mode params] [-o outputfile] <infile>
Default outpufile is infile with modified extension (depends
on compression method).
compress_tucker
Used to compress .wav files from FX/MUSIC/SPEECH directories
to a single file named TUCKER.SOx
Once compressed, the 3 directories aren't required to play
the game under ScummVM.
Script Tools:
decine
Decompiles Delphine's Cinematique engine's scripts.
Should work at least with Future Wars and Operation Stealth.
Example of usage:
decine [type] [version] [filename]
type: -prc or -rel (Use -prc for *.prc-files, -rel for *.rel-files)
version: -v1 or -v2 (Use -v1 for Future Wars, -v2 for Operation Stealth)
filename: The name of the script file to decode
descumm
Decompiles SCUMM scripts
desword2
Disassembles Broken Sword II scripts
dekyra
Basic script disassembler for Legend of Kyrandia games
degob
Decompiles TOT scripts used in Coktel Vision games
Example of usage:
degob <version> <file.tot> [<file.ext>] [<commun.ext>]
"<version>" describes from which game the script file
was taken and is one of "Gob1", "Gob2", "Gob3", "Ween",
"Bargon", "Lost" and "Woodruff".
If the script file calls loadMult(), the script file's
EXT file must be supplied on the command line as well;
some script files also require a commun.ext. degob throws
an error to let you know if any of the two should be the
case.
Encoder Tools:
encode_dxa [params] <file>
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.smk` 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.
convert_dxa.bat
convert_dxa_one.bat
To ease your life we also provide batch files to autoconvert
all files. It should work with any game version.
1. Copy *.smk files from all CDs to some directory
2. Edit paths in convert_dxa.bat file.
3. Run the batch. If you set everything correct, it will be
almost unattended conversion, just for several files there
are no audio, and RAD Game Tools converter will ask you to
press OK
convert_dxa.sh
Same as above convert_dxa.bat, just for *nix-based systems.
It uses Wine to run RAD Game Tools.
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