Scummvm For The Gp2x - Test Builds Somewhere to post the odd test builds.
#62
Posted 20 August 2006 - 06:45 PM
Specific feedback requested.
- PLEASE DO NOT USE THIS FOR ANYTHING OTHER THAN TO TEST A USB MOUSE.
- IT'S BUGGY AND ANYTHING OTHER THEN THE 320*2xx LucasArts GAMES
WILL MOST LIGHTLY CRASH YOUR GP2X. - DO NOT USE THIS TO TRY AND PLAY GAMES :o .
- YOU WILL HAVE TO RESET YOUR GP2X AFTER RUNNING THIS AS THE NEXT APP YOU RUN WILL SEGFAULT.
- CURSOR IS STUCK AS A MOUSE POINTER - THAT IS BY DESIGN FOR NOW.
Whatever the outcome can people please report back, include game and results of tests. By all means mention other crashes, try other engines etc. but EXPECT this to crash, for example the Simon engine no longer blits to the screen, it runs just with no display and Goblins has a broken palette setup.
Now for the setup notes.
You will need a working USB host lead (i.e. EXT USB, eg BoB, homemade lead, one of ART103's kits etc.).
You will also need to turn on USB support and USD HID support (FW 2 has all that in the System control panel).
Extract ALL the files it to your GP2X SD :) .
Then run ScummVM and try it.
#65
Posted 30 August 2006 - 01:14 PM
If you would like to test this quick build please download this archive and tell me what works for you :) .
NOTE: This test release contains new rendering code and has only
been tested with a few low res SCUMM engine games last night.
It's for test feedback only do not use it for real gameplay and do not load your vital saves etc. into it unless you have backups ;) . It WILL crash and MAY WELL eat your Cat etc. etc.
Whatever the outcome of tests can people please report back on problems with the SCUMM engine, include the game and the results of any tests. I really do apprecate feedback.
By all means mention other crashes in other engines but EXPECT them to crash, for example the Simon engine no longer blits to the screen some of the time and Goblins has a broken palette setup.
Now for the setup notes:
Extract ALL the files it to your GP2X SD :) . (Make sure that includes the PNG and modern.*).
Then run ScummVM from the Games menu and try it.
USB Mouse support:
You will need a working USB host lead (i.e. EXT USB, eg BoB, homemade lead, one of ART103's kits etc.).
You will also need to turn on USB support and USD HID support (FW 2 has all that in the System control panel) before running ScummVM.
#66
Posted 01 September 2006 - 01:12 PM
Broken Sword:
runs fine, but crashed when I pressed L and R (menu combo?)
It also skips the intro sequence... at least with my Broken Sword files.
Monkey Island 2:
Runs fine, no problems.
Simon The Sorcerror:
This just crashed for me
Curse of Monkey Island:
Skips the intro, crashes when you choose the difficulty...
USB Mouse Support:
works spot on, just as it should :)
General comments:
Thank goodness you have managed to fix the sound lag problem! :)
#67
Posted 01 September 2006 - 07:55 PM
Thanks for the feedback.
The Broken Sword games will support the newer type DXA videos (well expect support to be buggy right now), do not expect support for the MPG cut-scenes as they are being phased out of ScummVM in favor of the DXA vids for games as a Smacker replacement and the builds I made of libMPEG2 suck badly ;) .
Not sure what is causing the COMI crash, I will try and find a copy in town over the weekend and have a play about. Not tested Simon, i'll load it up and have a test when I get 20 mins.
Good news on the USB mouse, not found my lead to test it recently.
#69
Posted 01 September 2006 - 09:26 PM
PokeParadox, on Sep 1 2006, 10:24 PM, said:
Hold fire anyway, working with some of the ScummVM guys to come up with a low-res/low-size DXA video format esp. for devices like the GP2X. That is why I mention DXA video support being a little rough.
#70
Posted 10 September 2006 - 10:46 PM
This weeks build of whatever crap ScummVM port code was on my hard disk an hour ago is here ;) .
As usual (for any builds in this thread) it's an unsupported (other then via this thread) unstable release and not good enough for wide scale release.
If you would like to test this quick build please download this archive and tell me what works for you :) .
NEW STUFF:
- Lots of minor fixes in this build.
- 1st version of the new zoom mode (try it, L trigger + Y in a game or menu (not a cut scene))
- Improvments to save code (provided you exit ScummVM cleanly)
- Improvments to USB mouse code.
NOTES:
Zoom mode works by zooming a quarter of the screen centered on the pointer. It also zooms cut scenes (known bug, will be fixed) and it a little slow for my liking at the moment. - Great for hi res games mind you :D .
It's for test feedback only do not use it for real gameplay and do not load your vital saves etc. into it unless you have backups ;) . It WILL crash and MAY WELL eat your Cat etc. etc.
Whatever the outcome of tests can people please report back on problems with the SCUMM engine, include the game and the results of any tests. I really do apprecate feedback.
By all means mention other crashes in other engines but EXPECT them to crash, for example the Simon engine no longer blits to the screen some of the time and Goblins has a broken palette setup.
Now for the setup notes:
Extract ALL the files it to your GP2X SD :) . (Make sure that includes the PNG and modern.*).
Then run ScummVM from the Games menu and try it.
USB Mouse support:
You will need a working USB host lead (i.e. EXT USB, eg BoB, homemade lead, one of ART103's kits etc.).
You will also need to turn on USB support and USD HID support (FW 2 has all that in the System control panel) before running ScummVM.
#72
Posted 14 September 2006 - 04:57 PM
I'll test that build now and edit this post with any results!
// Without Mouse
Monkey2:
No noticeable problems. The zoom feature works, but isn't really needed on this game :) It also tracks the cursor correctly and scrolls the view around.
DOTT:
Intro plays fine. The voices and music are playing ok too. (I use an mp3 compressed monster.sou).
The zoom works as with Monkey Island 2.
Maniac Mansion (DOTT version):
Zoom works, Game seems to play as normal.
Simon1:
I get this error when trying to run it:
ERROR: File::seek: File is not open!
// With Mouse
Genral comments:
I've noticed that if you are in zoom mode, and you bring up the SCUMMVM menu, it stays in zoom mode. I think it would be better if it zooms back out for the menu.
This post has been edited by PokeParadox: 14 September 2006 - 05:35 PM
#73
Posted 19 September 2006 - 07:27 AM
PokeParadox, on Sep 14 2006, 05:57 PM, said:
I get this error when trying to run it:
ERROR: File::seek: File is not open!
That’s a current ScummVM SVN bug with the Windows versions of Simon 1 (as I have discovered).
It's being fixed but I think I have other bugs with the Simon engine that stop it currently working.
I'll do another build and find my Simon CD's to test it out.
PokeParadox, on Sep 14 2006, 05:57 PM, said:
I've noticed that if you are in zoom mode, and you bring up the SCUMMVM menu, it stays in zoom mode. I think it would be better if it zooms back out for the menu.
The main problem at the moment is where the zoom code is hooked in (it's somewhere that does not really get frontend status events (like running game, cut-scenes, menu etc.). I need to think about when to reset the zoom mode.
I was thinking of off for cut-scenes, off in the launcher and everywhere else respect the users choice for that session.
As for zoom in games that are already 320*2xx, well it's easier to just split the screen into 4 and do the math then faff about with checking the boundaries to see if it's bigger then the LCD every time so consider is a 'feature', oddly I have received some feedback praising the zoom mode on the 320*2xx as it ‘helps with seeing the detail’ :o ;) . Its main role in like is for the bigger games but I see no reason to hamstring it if people use it for the smaller games.
#74
Posted 03 October 2006 - 07:24 PM
so another few tests:
COMI - segfaults when you pick the difficulty still.
Broken Sword 1- (skips intro - I know why it does this now though :) ) The zoom mode is really nice for this. It seemed to be working nicely :)

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