Unofficial ScummVM 0.7.0 port for PS2
=====================================
Note!
- This is not supported scummvm port so do NOT post bug reports
  to official scummvm site about this port.
- No '$onny' tools compiler and/or libraries were used to produce the 
  executable. It was built by the GCC tools and PS2dev free libraries.

PS2 port features
-----------------
- 320x200 & 640x480 graphics modes(g2lib by Tony Saveski)
- sound (SjPCM by Sjeep)
- dual shock controler support  (ps2dev libs)
- memory card support (ps2dev libs)
- cdrom support (libcdvd by Hiryu & Sjeep)
- virtual keyboard
- PAL and NTSC
- scumm, sky, queen, simon, sword1, sword2, kyra(experimental) engines 
  are compiled in
- ZLIB, MAD(mp3), MPEG2 libraries are compiled in
- internal file cache
- screen positioning
- usb mass support (read only)

Requirements
------------
- Ps2 ready to run homebrew programs 

Controls
---------
d-pad             - mouse movement simulation - slow movement
left analog pad   - mouse movement simulation - faster movement
cross             - left mouse button or keypress (when the virtual
                    keyboard is on)
circle            - right mouse button or backspace (when the virtual
                    keyboard is on)
suqare            - user defined key 1 (when the virtual keyboard is active
                    press square button to define key 1)
triangle          - user defined key 2 (when the virtual keyboard is active
                    press triangle button to define key 2)
L1                - Enter (in the inital menu it also starts to search for scummvm.ini)
L2                - activate Virtual keyboard
R1                - Space (pause)
R2                - Esc
Start             - F5 (menu)
select+right pad  - press and hold [select] and move right analog pad to 
                    reposition (center) the picture on your TV

  
PS2 port issues
---------------
- hi-res games are flickering - unfortunatelly I don't have progressive
  scan TV so the 640x480 mode is interlaced. Apparently the hi-res games
  were not designed to be viewed on the TV screen (tiny pixels flicker 
  just because they are either on odd or even scan-line).

- mpeg2 cut-scenes of the sword games sometimes lag behind the sound.
  To fix that behaviour one would need a faster machine or optimized 
  mpeg2 library for ps2 hardware. Since the ogg vorbis is not supported
  recode the sound tracks to mp3 format (either manually or use audacity -
   - a free sound editing program) to hear it.

- memory card is accessed in port 0,0 only

- no scalers are supported - just native resolutions.

- simon loading/saving is triggered by pressing the keys 0-9 on the
  virtual keyboard. There are 5 slots only. Use key 0-4 for loading 
  slots 0-4, use key 5-9 for saving slots 0-4. 

- SCUMMVM.INI ps2 specific structure contains only section name ([playfate])
  game data path (path=cdfs:\playfate\) and the description that appears in
  the game selection menu (description=Indiana Jones 4 demo)

example:

[playfate]
path=cdfs:\playfate\
description=Indiana Jones 4 demo


- SCUMMVM.INI is searched in these locations: 
	cdfs:/SCUMMVM.INI
	host:/scummvm.ini
	cdrom0:\SCUMMVM.INI
	mass:/scummvm.ini

PS2 port changes
-----------------
- looping sound is history. There is a sound buffer underrun check in the 
  sound library, so you can either hear the regular sound or silence.
  Tested on PAL machine only.

- screen resolution is limited to 640x480 pixels. Both sword1, sword2 
  and comi demo were tested with success.

- file caching is reworked - now all files are automatically cached 
  (even the big ones). 

- the sjpcm.irx and cdvd.irx are searched on the host: and cdfs: paths.
  If not found there then the embeded modules are loaded instead.

- usb_mass.irx and usbd.irx modules are optional. ScummVM tries to find 
  and load them from host: or cdfs: path
  

Final words
-----------
  This port is evolution of the old 0.5.1 port. Basically it's a little bit
  faster (the old timer is gone, blitting is improved) and some other nice 
  games are finally palyable.

  Credits goes to Marcus Comstedt because the PS2 port is basicaly the port
  of his DC port :-). Another credits goes to ps2dev scene and of course to 
  scummvm team and to Lucas people.


Ole
