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DS Misc > ScummVM for DS

#49503 - agentq - Sat Jul 30, 2005 5:12 pm

My port of ScummVM is now at a playable state!

So, I've put together a preview just for you lot. The Amiga version of the demo of Monkey Island, fully working.

[Images not permitted - Click here to view it]
[Images not permitted - Click here to view it]
[Images not permitted - Click here to view it]

Please go easy on my web server though, I have very limited bandwidth. So please, only download the version you need.

http://www.edenglen.demon.co.uk/scummvm/scummvm-flash.zip
http://www.edenglen.demon.co.uk/scummvm/scummvm-wmb.zip


If someone would put the file on a server and post the link here, I'd be very grateful.

To use:
Click 'add game'.
Click 'Choose'.
Click 'OK'.
Click 'Start'.

'Select' switches between scaled and unscaled. D-pad to scroll around. Play the game using the pen.

I should have a version that can play any game you have the data files for by next week or so.

Please make comments and suggestions![/url]

#49504 - Dannon - Sat Jul 30, 2005 5:28 pm

Very well done, looking forward to seeing how the rest of this pans out

--Dannon

#49505 - Veg - Sat Jul 30, 2005 5:45 pm

Blimey - I didn't expect to see a playable version so soon.

Worked very well - but here are a few things I noticed:

A button (one of the shoulders, perhaps) that you could hold down so that touching the screen didn't result in a 'click' would be useful.
Likewise, it'd be good to have one that you could 'right click' with.

The 'stealing herring from bird' puzzle seems to be a bit faulty - instead of Guybrush stamping on the loose board once, he does it continuously, until you move him away.

If you press the 'About' button on the main menu and let the text start to scroll, it goes a bit odd.

I also (I don't know how - I think I was holding down left shoulder button) managed to swap screens - so the debug text was on the touchscreen, and the main menu was on the top. Had to restart, as I couldn't touch any of the options.

But it's great to see a version so soon. What are the chances of sound, do you think?

#49506 - agentq - Sat Jul 30, 2005 5:48 pm

Have you had any crashes? I'm getting quite a few. It's a bit worrying.

Any bugs in the games themselves I can only put down to the fact that this port is based on the very latest, version of scummvm rather than one of the stable releases.

#49507 - Veg - Sat Jul 30, 2005 5:54 pm

Ah right - so that 'swapping screens' thing I mentioned was a crash.

Yes, it has crashed a couple of times. I can't seem to narrow it down to any one action, though.

I'll play with it some more.

#49508 - agentq - Sat Jul 30, 2005 5:55 pm

Please do, I haven't a clue what's causing it.

#49517 - Chetic - Sat Jul 30, 2005 7:45 pm

I swear, agentq, I got goosebumps when I saw those pictures.
Great job! You are my idol.

Just wondering though, how is sound going?
and will even the Gobliiins games work? I haven't even tried those with scummvm for PC yet! :p
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#49524 - Extreme Coder - Sat Jul 30, 2005 9:26 pm

Hosted...
Download the flash version from here
I didn't have time to download the other version and test it. Tomorrow I'll probably download the wmb version and host it.

Nice work,
Extreme Coder

#49528 - Mithos - Sat Jul 30, 2005 9:54 pm

News posted about ScummVM and files hosted on http://www.tehskeen.net/ .

News posted in Maxconsole forum and files hosted there.
http://forums.maxconsole.net/showthread.php?t=7538

#49529 - IxthusTiger - Sat Jul 30, 2005 9:55 pm

Fantastic! Mine stopped responding to touch when I was trying to respond to "Do you have a cousin named Sven?"

But it looks like it just ran out of RAM maybe? Because I got there faster, and I was able to respond.

#49531 - Dirge - Sat Jul 30, 2005 10:31 pm

Gah, beat me to it! Great job though! I'll probably still continue working on my port (maybe it'll be less crashy than yours ;-) but glad to see someone else actually got it working so soon.

#49533 - Chetic - Sat Jul 30, 2005 10:56 pm

Will all the other versions of Monkey Island 1 work? (like the 256 color version, not sure what they're all called)

Dirge wrote:
Gah, beat me to it! Great job though! I'll probably still continue working on my port (maybe it'll be less crashy than yours ;-) but glad to see someone else actually got it working so soon.


Couldn't you guys join forces?
Seems like the obvious thing to do if you ask me :P
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#49539 - MrAdults - Sat Jul 30, 2005 11:31 pm

Nice job agentq, I tried it out and it works nicely. Touchscreen is off on my hardware though, you may want to refer to this thread:

http://forum.gbadev.org/viewtopic.php?t=6409

Quote:
Couldn't you guys join forces?
Seems like the obvious thing to do if you ask me :P

This is a good idea. I don't remember what license the ScummVM source is under or if agentq is required to release source or not. But setting up a cvs and letting Dirge and others throw changes in would be the Right Thing.

-Rich

#49540 - Mithos - Sat Jul 30, 2005 11:44 pm

MrAdults wrote:
I don't remember what license the ScummVM source is under or if agentq is required to release source or not. But setting up a cvs and letting Dirge and others throw changes in would be the Right Thing.

-Rich


From ScummVm's FAQ.

1.3. Is ScummVM free?

ScummVM is released under the GPL (General Public License), so it's more than free. ScummVM source code is freely available and you can do whatever you want with it. If you make modifications to it and redistribute your work you MUST make the source available. However, the ScummVM team would be pleased if you choose to send them your modifications, so they can be merged into the main tree.

#49545 - Dirge - Sun Jul 31, 2005 12:16 am

Yeah wouldn't be a bad idea although I'm sure agent is far more ahead than I was. I'm probably just going to continue on my own anyways as a learning experience, but hey agent, if you ever want to compare what we've learned I'd be up for it.

As far as the GPL goes, to obide by it, if someone asked agent for his code right now he'd be liable to give it to them or he'd be infringing on the license and be open to a lawsuit. I'm just assuming he wants to give it a little polish before putting it out in the open but I'll probably check it out to see if I can improve it any if it gets integrated into the main ScummVM CVS.

#49550 - emumaniac - Sun Jul 31, 2005 2:04 am

Hi AgentQ heres another mirror of your release with screenshotson a permanent page --> http://nintendo-ds.dcemu.co.uk/scummvmds.shtml

Thanks for what is a great port.

#49560 - Veg - Sun Jul 31, 2005 7:32 am

agentq, I can't identify what's causing the crashes here. It doesn't seem to be related to any specific game action - changing location, speaking to a character, picking something up... and frankly I'm having a hard time trying to recreate the circumstances even when a crash does occur.

Sorry I can't be more help, but I hope you track down the cause. Have you tried it with another game?

#49564 - IxthusTiger - Sun Jul 31, 2005 9:26 am

Quote:
But it looks like it just ran out of RAM maybe? Because I got there faster, and I was able to respond.


Prolly runs out of memory

#49566 - inthearmsofsleep - Sun Jul 31, 2005 10:19 am

pardon my noobidity, but where does one find games to run on this?
EDIT: NM, i just did some research and i answered my own questions.

#49568 - agentq - Sun Jul 31, 2005 11:59 am

I've updated the zips on my server with a new version that doesn't crash. Use the links on the last page to get it.

I think the crash bug is fixed, although I'd be grateful if someone could do a thorough test and give the all clear before posting it anywhere other than here.

I have something to attend to now, but I will answer all your questions later on today.

#49569 - telephasic - Sun Jul 31, 2005 12:50 pm

I haven't had a crash yet, it seems much more stable. Top work.

EDIT: Just completed the demo. :) Not one crash

#49573 - BuzzJive - Sun Jul 31, 2005 4:32 pm

It's running fine, but the touch control is just not working well at all on my DS. It's almost impossible to click on "Open". And everything else down there is just off a bit - in scaled and non-scaled modes. It was a bit difficult just to click on everything required to load the game.

The weird thing is that everywhere I click on the actual play screen seems fine. He walks to almost exactly where I click.

Keep up the good work. I'd love to play through some of these games again.

#49575 - Dark Knight ez - Sun Jul 31, 2005 4:41 pm

MrAdults reported the issue before. I quote:

MrAdults wrote:
Nice job agentq, I tried it out and it works nicely. Touchscreen is off on my hardware though, you may want to refer to this thread:

http://forum.gbadev.org/viewtopic.php?t=6409


It's just the way the touch screen is read. Completed the demo myself too, and it works like a charm. Great job! Can't wait for this project to be completed and play the games in all their glory. :)

#49576 - Sodeju - Sun Jul 31, 2005 4:42 pm

But the text was sometimes a little bit unreadable...

#49579 - Chetic - Sun Jul 31, 2005 4:51 pm

Sodeju wrote:
But the text was sometimes a little bit unreadable...


Yeah, is it possible to like use a different sized font or maybe some other method of scaling?
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#49591 - Veg - Sun Jul 31, 2005 7:18 pm

Crashes seem to have been solved. Nice work, agentq.

Will the full version have any sound at all, or are you leaving that till later to sort out?

#49597 - dovoto - Sun Jul 31, 2005 7:51 pm

Agent looks awesome...just wanted to say good work.
_________________
www.drunkencoders.com

#49605 - emumaniac - Sun Jul 31, 2005 9:21 pm

Uploaded the fixed versions to here --> http://nintendo-ds.dcemu.co.uk/scummvmds.shtml if u need a mirror

#49611 - agentq - Sun Jul 31, 2005 10:44 pm

Hi,

I'm going to try and answer all the questions that people have asked about ScummVM DS. I'll be putting together a website when it's done which will have everything on.

Veg: Thanks a lot for testing this, I played though the demo a couple of times, and it seems to be completely stable now, which is a relief to me!

The stealing from the bird thing does seem wrong, but I can't see that I've caused it. Thankfully it doesn't prevent you from completing the demo.

Dirge: I'd be glad to join forces when I've got things in a better shape for any improvements you want to make. There's a ton of stuff still yet to implement.

Thanks to everyone who has posted compliments - it makes all the time I spent on it seem worth it!

Thank you Extreme Coder, Mithos, and emumaniac for posting copies of the file.

The next thing I'll be doing is playing with a jitter effect like the one that PocketNES uses that should make the scaling clearer. Currently I'm just using the hardware extended rotation background. Then I'll be sorting out saving of settings and savegames.

I'm going to have to write a replacement for GBFS too, because it seems that it doesn't support directories.

Will the Gobliiins games work?
At the moment, no. I have only ported the SCUMM portion of ScummVM. The binary is already 2Mb which is about as large as I'd want it. Perhaps I will build a different binary version for each of the engines that ScummVM supports, but this isn't really a priority for me, as it's the Lucasarts games that are my favourites.

How about releasing the source code
I love open source projects, and I will of course release the source code. At the moment it's full of dirty hacks, so I will be tidying it up and commenting it. I would be embarressed to show anyone at the moment.

What versions of games will work?
I've only tried a few so far, but all versions all games which are supported by other builds of ScummVM should work, as long as they use the SCUMM engine. So the 256 colour VGA ones will be fine. Just be sure they fit on your flash cart with the 2Mb binary added on.

What about sound?
I'll be looking at that. There's plenty of CPU time left, so it should be feasable.

Perhaps even the talkie versions could be made to work for people with huge flash carts. Ideally, the speech would be reencoded in ADPCM format which can be decompressed in hardware on the DS (I think). That's way off though.

Will Wireless Multiboot work in the full release?
Yes, but the amount of RAM on the DS severely limits the games you can play to just a few demos, and maybe Manic Mansion. The game will have to be less than 800Kb or so.

#49612 - toof - Sun Jul 31, 2005 11:00 pm

It doesn't work here and i don't find why

I'm using a rt2560 wifi card and wmb 1.4 beta 1 app. It works fine with e3 demo.

When I try to launch scummvm, all things seems to be ok, upload ok, but it displays some glitches and somethimes, a "nintendo" logo. it's fade off, the two screens are white and nothing happend.

I do something wrong ?

#49613 - joostp - Sun Jul 31, 2005 11:07 pm

agentq, you might want to disable the building of the V7/V8 and HE part of the SCUMM engine, these are games your port is unlikely to support, but take up your valuable space.
From the strings in your binary it looks like you forgot that.

The defines for this are:
DISABLE_SCUMM_7_8
and
DISABLE_HE

(or --disable-scumm-7-8 and --disable-he when using the configure script)

#49614 - agentq - Sun Jul 31, 2005 11:08 pm

Toof, you need a flash card to use homebrew code with a wireless card. Uploading homebrew with the default bios will just crash, as the code is not digitally signed.

If you have a GBA flash card, you can stick the gba.ds file onto it, then use the Wifime hack to redirect execution onto the card.

If you have a friend with a GBA flash card, you could get them to run FlashMe on your DS. That removes the signature check to allow you to upload homebrew demos just from your wifi card without having a flash card too.

#49616 - toof - Sun Jul 31, 2005 11:10 pm

Ok agentq, thx :) i'll try with a gba flash card
(damn, now i look like a dumb newbie... oh, i am a newbie !)

#49617 - agentq - Sun Jul 31, 2005 11:13 pm

S'ok. Personally, I'm not a big fan of some of the newbie bashing that goes on here.

#49619 - agentq - Sun Jul 31, 2005 11:22 pm

joostp, thanks for the tip - I'll try that.

#49620 - toof - Sun Jul 31, 2005 11:23 pm

sorry. next time, i'll try to search more beforce asking a question.
i have my ds since the start of the year but i was not interested by homebrews by now, instead of other consoles.

but homenrews like scummvm pushed me to see how it works and it's a good thing. great job for this port

#49621 - joostp - Sun Jul 31, 2005 11:25 pm

agentq wrote:
joostp, thanks for the tip - I'll try that.
Whoops, I forgot you based this on 0.7.1, which might not have the building of these things optional.

btw, It's always recommended to base any port on the CVS code of ScummVM -not the last stable release- so it's easier to merge it into official CVS later on and to benefit from things such as this.

#49624 - agentq - Sun Jul 31, 2005 11:32 pm

As you've probably guessed, I know nothing about ScummVM. I can easily move it over to a CVS version though, if the ScummVM team are interested in making this an official port, and when I have more of it working.

#49625 - joostp - Sun Jul 31, 2005 11:53 pm

agentq wrote:
As you've probably guessed, I know nothing about ScummVM. I can easily move it over to a CVS version though, if the ScummVM team are interested in making this an official port, and when I have more of it working.
If it's a bit more functional, completely legal (as in doesn't use proprietary nintendo libraries, etc.) and you're willing to maintain it, then I don't see any problem for it to go into official CVS.

#49630 - Chetic - Mon Aug 01, 2005 1:54 am

toof wrote:
but i was not interested by homebrews by now, instead of other consoles.

but homenrews like scummvm pushed me to see how it works and it's a good thing. great job for this port


See that, agentq? That's all you.
And thank you so much for answering the questions, really cleared things up.

What SCUMM games will be beyond the power of the DS though? What will it not be able to handle?
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#49667 - agentq - Mon Aug 01, 2005 2:12 pm

Wow. I'm glad that this has persuaded people to try homebrew stuff out. People I discussed this with before making it said that they'd buy a DS if it works, so I will consider it a great thing if I help sell a few more of them, it's a great machine.

The Monkey Island 1 demo uses a tiny fraction of the DS' CPU power, so much more should be possible. I have done no optimisation at all so far. I can't tell you exactly what will run though. Also, if they require much more RAM I could be in trouble, although the demo runs with 500Kb free all the time, and that's including storing all the game assets in memory.

#49668 - NoMis - Mon Aug 01, 2005 2:23 pm

Really great work agentq. I can't wait for the final version to play Monkey Island 1&2 as well as Day of the Tentacle. Those games are so nostalgic.
Do you think speech version are possible? Would be mainly a problem with flash card size i guess.
What do you think are the possiblities to support GBAMP?

NoMis
_________________
www.gamedev.at - The austrian gamedev site
hde.gamedev.at - The Handheld Dev Env plugins for Eclipse

#49677 - agentq - Mon Aug 01, 2005 5:11 pm

I haven't looked at speech versions, but if the speech is reencoded as ADPCM it should work. I don't have a GBMP, but if you can persuade me it's worth buying I may well support it.

#49679 - IxthusTiger - Mon Aug 01, 2005 5:14 pm

Well if you don't have a flashcart, it's far cheaper to test homebrew on hardware this way. Also, you can still use the Movie player normally. If you do have a flashcart, this is much faster as it's just a matter of copying the file and renaming it. And unlike Wifi, you can take it with you.

#49704 - agentq - Mon Aug 01, 2005 9:13 pm

Thanks for the news item on DrunkenCoders, dovoto! It's good to be on there.

Also, for anyone trying to get the binaries of ScummVM DS from my site, I have taken them down, as I am very close to exceeding my bandwidth allocation. To get them, please use one of the many other sites which host the files.

#49713 - dovoto - Mon Aug 01, 2005 10:40 pm

Agent would you care for a scumvm.drunkencoders.com hosting or whateva.drunkencoder.com ?
_________________
www.drunkencoders.com

#49718 - agentq - Mon Aug 01, 2005 11:45 pm

Yeah, actually that would be great.

#49757 - Empyrean - Tue Aug 02, 2005 8:04 am

Actually, Agent, you may want to hold back from buying the GBAMP.

Wait till their M3 adapter is released (in about 3 weeks), then go for that!

You can check out the features at http://www.m3adapter.com

It's a work of art... how fitting for the mastermind behind the ScummVM DS to own!
_________________
3 is not an "e",
7 is not a "t",
1 is not an "l",
And for the love of God,
Learn how to spell!

#49760 - TJ - Tue Aug 02, 2005 8:49 am

Interesting, am I to understand that the DS version of the M3 comes with a PassMe-clone?

Is there a set price for this?

#49765 - Spaceface - Tue Aug 02, 2005 10:07 am

sweet jesus, that seems like all we've been waiting for for homedev

#49792 - Empyrean - Tue Aug 02, 2005 3:56 pm

Well, yeah it does come with a PassMe / Key clone. Actually, so does the Supercard DS (another slightly inferior device). The Supercard DS version of the PassMe is called "SuperKey" or something of the sort. How original, eh?

As it stands, the price that's on the Chinese site equates to $60 (US), but there's no telling what their "foreign" price will be, though they do specifically mention it will be cheaper than NeoFlash ($130ish) and comparable to the Supercard ($40).
_________________
3 is not an "e",
7 is not a "t",
1 is not an "l",
And for the love of God,
Learn how to spell!

#49798 - Chetic - Tue Aug 02, 2005 4:56 pm

Wouldn't all the custom written shit for the GBA MP be completely useless for people who have an M3 though?

You far from letting us try our own games, agentq?
I'm excited, hope you can forgive me
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#49824 - tepples - Tue Aug 02, 2005 8:47 pm

Chetic wrote:
Wouldn't all the custom written shit for the GBA MP be completely useless for people who have an M3 though?

I imagine that the M3 will also provide a way to read and write the memory card. All the MS-FAT code will still work; only the sector read/write code will need to be changed.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#49835 - agentq - Tue Aug 02, 2005 10:07 pm

Chetic, I want to do this properly, and not release a half working version that will disappoint people and put them off, right? I'm also busy with a lot of other things at the moment.

But I am also very excited to get it running properly too, and I'm resisting the urge to work all through the night on it.

Thanks for all the motivation through ;-)

#49862 - TJ - Wed Aug 03, 2005 1:34 am

Well, baring any reviews that claim it to be the worst device ever built, I am getting that then.

#49880 - Empyrean - Wed Aug 03, 2005 6:28 am

Worst device ever built? The M3? Are you sure you got that right?

Oh, just a note for clarity, the M3 was initially the GBAMP ver. 3, but they just changed the name to M3 (also released something called the G6 @ http://www.g6flash.com)
_________________
3 is not an "e",
7 is not a "t",
1 is not an "l",
And for the love of God,
Learn how to spell!

#49890 - blt - Wed Aug 03, 2005 10:37 am

agentq wrote:
How about releasing the source code
I love open source projects, and I will of course release the source code. At the moment it's full of dirty hacks, so I will be tidying it up and commenting it. I would be embarressed to show anyone at the moment.

As ScummVM is GPL, *YOU LEGALLY HAVE TO* release the source code. Not releasing it is a violation of GPL. Everybody does dirty hacks, don't be embarassed.

I had an idea about proper scaling and wanted to expose it here, if someone wish to implement it.

Using an off-line (PC) tool, you could precompute unrolled ARM9 code to scale from fixed resolution (say 320x200) to DS resolution (256x192) to a 15-bits, linearly interpolated buffer. All factors precomputed in ARM9 opcodes.

eg:
load src pixel 0
multiply components by 0.8
load src pixel 1
multiply components by 0.2
write dst pixel 0
get back src pixel 1
multiply components by 0.8
etc. (unrolled)

This kind of stuff in proper unrolled ARM9, as generated by the tool.
I'm sure it's possible to trick and do this withing a few hundred kilobytes of code. Trying to do it horizontally first (320->256), since horizontal resolution is more critical than vertical one for a 320x200 screen.

In theory (if fast enough) this would gets you a linearly interpoleted scaled buffer looking way better than actual hardware scale.

A table could be precomputed and stored in internal CPU RAM for multiplying a 5-bits color components by a given factor sampled at some resolution (eg: divide the 0.0-1.0 range into 128 steps, total table would be 128*32=4096 entries of 5-bits). Perhaps the overhead of accessing memory per-byte is not worth doing it directly by the CPU. One must try different things.

Feel free to ask if you have any question. (I'd do this if I could but I'd rather avoid homebrew DS development for legal reasons.)

#49891 - agentq - Wed Aug 03, 2005 10:59 am

I never had any intention of keeping the code to myself. I know the legal obligations behind GPL code. Currently there are far more changes to the ScummVM engine than is strictly necessary, so I want to reduce this to a minimum to make it easier to integrate into the main ScummVM CVS. There are also a few makefile issues which I have to look at. I'm not going to release a complete bodge.

I only released the preview version to allow others to have a sneek peek at what it would look like. It doesn't fully work yet, so there would be no point in releasing the source code now.

I'm talking a few weeks guys, it's not a long time. Go out and get Another Code to play until then!

Thanks for the idea on scaling. I have a feeling that method would be poor, as there could easily be a megabyte of code to do the scale, based on five instructions per pixel. Not really feasable on a 4MB machine. A tight loop that fits into the cache would be far more efficient than a large block which would trash the cache for every few pixels.

Besides, the scaling issue has already been solved. :-)

#49892 - zinkmaster - Wed Aug 03, 2005 11:40 am

Hey guys...

How do I get it to work? Got WifiMe to work, but when I upload Scumm, the Nintendo logo looks really wierd and nothin happens.

How come??

#49893 - NoMis - Wed Aug 03, 2005 11:47 am

Reason being is that the ScummVM binary is not digitaly signed and the DS won't accept it. You need to flash the custom firmware befor you can play the wireless version of ScummVM becuase the firmware will disable the signature check.

If you don't want to flash your firmware you have to use the passme or wifime method.

NoMis
_________________
www.gamedev.at - The austrian gamedev site
hde.gamedev.at - The Handheld Dev Env plugins for Eclipse

#49894 - AT - Wed Aug 03, 2005 12:13 pm

NoMis wrote:
Reason being is that the ScummVM binary is not digitaly signed and the DS won't accept it. You need to flash the custom firmware befor you can play the wireless version of ScummVM becuase the firmware will disable the signature check.

If you don't want to flash your firmware you have to use the passme or wifime method.

NoMis

Hang on a sec...!

It displays a messed-up nintendo-logo on my DS, too... but i have already used FlashMe! *confused*

#49895 - agentq - Wed Aug 03, 2005 12:14 pm

Yeah, it seems to always do that, so do many of the NDSlib demos. Not sure why, but it doesn't seem to affect it at all.

#49896 - errorstudios - Wed Aug 03, 2005 12:15 pm

hmm, i'm having this prob too..

I use the wifime method to boot it off the flashcart.

I see the nintendo logo then it goes white and nothing happens. Any idea?

Do i need to flash my firmware even though i'm using the wifime boot?

DSPaint works normally etc..

#49897 - agentq - Wed Aug 03, 2005 12:21 pm

Nope, you don't need to flash firmware if you're using Wifime to boot onto a GBA flash card.

Are you sure you're using the .ds.gba version of ScummVM DS?

#49901 - signaltonoise - Wed Aug 03, 2005 3:14 pm

I was having the same problem and I think I have an answer. If you are using the WMB ScummVM download from http://dcemu.co.uk, switch to the one FlashMe version. This fixed it for me.

The WMB ScummVM from dcemu is actually the .nds version.

EDIT: Great work btw, agentq. Looking forward to a full version.

#49902 - Chetic - Wed Aug 03, 2005 3:32 pm

agentq wrote:
Besides, the scaling issue has already been solved. :-)


Oh damn, man!

Any ideas on what the top screen is going to be used for?
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#49903 - blt - Wed Aug 03, 2005 3:41 pm

agentq wrote:
I never had any intention of keeping the code to myself. I know the legal obligations behind GPL code. Currently there are far more changes to the ScummVM engine than is strictly necessary, so I want to reduce this to a minimum to make it easier to integrate into the main ScummVM CVS. There are also a few makefile issues which I have to look at. I'm not going to release a complete bodge.

I only released the preview version to allow others to have a sneek peek at what it would look like. It doesn't fully work yet, so there would be no point in releasing the source code now.

The point would be respecting GPL and not breaking law. You legally HAVE to. Release the "complete bodge" first - People don't expect to be perfect at first, then improve later. Just don't unnecessary break the law because that puts you in the same basket as pirates, somehow.
(I'm not trying to be aggressive, I'm just pointing out a reality)

Quote:
Thanks for the idea on scaling. I have a feeling that method would be poor, as there could easily be a megabyte of code to do the scale, based on five instructions per pixel. Not really feasable on a 4MB machine. A tight loop that fits into the cache would be far more efficient than a large block which would trash the cache for every few pixels.

The code for a single scanline could be reused for all of them vertically, given blending factors and input lines pointers are provided in CPU registers (with ~13 usage registers you have enough for those stuff). It's better in registers anyway since the Y factors are unchanging and you get away with smaller ARM opcodes.

So you have two unroll:
- One "inside" function performing the horizontal write based on two sources scanlines and Y blending factors (256*2 pixel to read and process, could fit in less than 16 kb).
- One "outside" function calling the first one with proper parameters (could fit in less than 8kb, less critical anyway so it's ok in RAM).

Quote:
Besides, the scaling issue has already been solved. :-)

How?

#49905 - Veg - Wed Aug 03, 2005 4:14 pm

Take your time agentq. I'm sure no-one minds waiting a while to see a properly working release.

Christ blt, give the guy a break. You may not be trying to be aggresive, but you're sure sounding it. You want to harass someone, there are plenty of far more illegal activities on boards not a million miles from this one.

#49921 - zinkmaster - Wed Aug 03, 2005 6:17 pm

How do I add other games? Tried a couple of the demos but cant add eny:S

PS

I got ScummVM to work with wifime and modyfing my flashcard(A GBAMP)

#49930 - Sodeju - Wed Aug 03, 2005 7:17 pm

If you had read the topic better, you should know that this is just a sort of preview...

#49939 - tepples - Wed Aug 03, 2005 8:25 pm

Are you using a display mode where you can draw two backgrounds one on top of another? If so, then you can use a display technique called α-Lerp and have the hardware do a lot of the hard work of blending scanlines for you.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#49940 - agentq - Wed Aug 03, 2005 8:27 pm

Plese feel free to sue me. I'm quite impressed that you'd consider it worth all the time money and effort to get from me what is only about 5 working days' worth of work. You could do another port yourself and save yourself the time and effort. Besides, by the time you'd organised it, I would have released the finished version anyway, and it would be a bit pointless.

Anyway, I don't want to argue about this, the code points you make are a much more interesting argument.

The way I solved my scaling problem is by using an inter-frame jitter like PocketNES. If you stare at it right, you can see it flicker slightly. What it does is change the scroll offsets half a pixel back and forth each frame. The lcd's persistance averages this out and gives what looks like a bilenear scaled image. It's about 80% as good looking, but it costs nothing in CPU time.

Here's a quick mock up of what you suggest. I did this in 15 minutes when I'm tired after work, and my ARM is rusty so this code is probably rubbish, but you get the idea.

This is the code you'd need to do one pixel.

Code:

On Entry:
scanline1 in r5
scanline2 in r6
scale values at r11 (bytes in x, y, x, y order)
result is worked out in r12


ldrh r1, [r5]         # read first pixel from first scan
ldrh r2, [r5, #2]      # read second pixel from first scan

ldrh r3, [r6]         # read first pixel from first scan
ldrh r4, [r6, #2]      # read second pixel from first scan



# Split red components from RGB colours
mov r6, #0x001F         # Set up a 5 bit mask

and r7, r1, r6         # Mask red bits
and r8, r2, r6         # from all four pixels
and r9, r3, r6
and r10, r4, r6

# Take an average of the four pixels to arrive at a resultant pixel value
ldrh r12, [r11]         # Load scale values from a pre computed table
ldrh r13, [r11, #1]      # These can be 8 bit for speed (2 cycle multiply!)

# work out the average of the four reds

sub r6, r8, r7         # difference between two pixels on top row
mul r6, r6, r12         # scale by scaling factor
add r7, r7, r6, lsr #8      # shift and add back to first pixel
            # Now we have the scaled average of the top two pixels in r7

sub r6, r10, r9         # difference between two pixels on bottom row
mul r6, r6, r12         # scale by scaling factor
add r9, r9, r6, lsr #8      # shift and add back to first pixel
            # Now we have the scaled average of the bottom two pixels in r7

sub r6, r9, r7         # Difference between top and bottom averages
mul r6, r6, r13         # Scale by y scaling factor
add r7, r7, r6, lsr #8      # shift and add back to first pixel

# Now we have the bilenear average for the reds
add r12, r0, r7         # Stick it into our result register


mov r6, #0x001F         # Set up a 5 bit mask
and r7, r1, r6, lsl #5      # Mask green bits
and r8, r2, r6, lsl #5      # from all four pixels
and r9, r3, r6, lsl #5
and r10, r4, r6, lsl #5

# Work out the average of the four greens

sub r6, r8, r7         # difference between two pixels on top row
mul r6, r6, r12         # scale by scaling factor
add r7, r7, r6, lsr #8      # shift and add back to first pixel
            # Now we have the scaled average of the top two pixels in r7

sub r6, r10, r9         # difference between two pixels on bottom row
mul r6, r6, r12         # scale by scaling factor
add r9, r9, r6, lsr #8      # shift and add back to first pixel
            # Now we have the scaled average of the bottom two pixels in r7

sub r6, r9, r7         # Difference between top and bottom averages
mul r6, r6, r13         # Scale by y scaling factor
add r7, r7, r6, lsr #8      # shift and add back to first pixel

# Now we have the bilenear average for the greens
orr r12, r12, r7, lsl #5   # Or it into our result register


mov r6, #0x001F         # Set up a 5 bit mask
and r7, r1, r6, lsl #10      # Mask blue bits
and r8, r2, r6, lsl #10      # from all four pixels
and r9, r3, r6, lsl #10
and r10, r4, r6, lsl #10



# Work out the average of the four blues

sub r6, r8, r7         # difference between two pixels on top row
mul r6, r6, r12         # scale by scaling factor
add r7, r7, r6, lsr #8      # shift and add back to first pixel
            # Now we have the scaled average of the top two pixels in r7

sub r6, r10, r9         # difference between two pixels on bottom row
mul r6, r6, r12         # scale by scaling factor
add r9, r9, r6, lsr #8      # shift and add back to first pixel
            # Now we have the scaled average of the bottom two pixels in r7

sub r6, r9, r7         # Difference between top and bottom averages
mul r6, r6, r13         # Scale by y scaling factor
add r7, r7, r6, lsr #8      # shift and add back to first pixel

# Now stick it all back together
orr r12, r12, r7, lsl #10   # Or it into our result register

# We're done!


There's stuff missing from this, but I make that 52 operations per pixel, not counting memory accesses and cache misses. Unrolled 256 times that's 53Kb of code, far bigger than the cache.

For the whole screen that's 2.5 million operations. Add 20% for memory accesses and waits, and cache misses on the code (it's probably more than that) makes 3 Million.

Let's say we're running at 20fps. At the ARM9 clock speed of 66Mhz that gives us 3.3 Million cycles per frame.

So this scaler would take roughly 90% of the frame to complete. Far, far too much.
[/code]

#49945 - IxthusTiger - Wed Aug 03, 2005 9:12 pm

tepples, what are the disadvantages of a-lerp? Is anyone using it right now? You link it everytime someone mentions scaling, but no one ever comments on it... is there something wrong with it? It sounds like some pretty scaling to me!

#49949 - Dwedit - Wed Aug 03, 2005 10:17 pm

Tepples loves to plug his stuff every chance he can get. He even plugs Luminesweeper on Slashdot constantly.

Alpha lerp itself requires you to use a tiled mode, and have two identical layers. One layer is 50% transparent on top of the other. It scrolls each layer up and down per scanline independently. It needs a reletively large hblank DMA buffer, with lots of dummy data inside. It does vertical scaling only.

Snesds/snesadvance can't use it, since it needs multiple layers. So it's limited to scaling up to 2 layers.
_________________
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#49951 - IxthusTiger - Wed Aug 03, 2005 10:31 pm

Well Luminessweeper is worth plugging I think :) I broke 100,000 points finally!

If the ScummVM scaling is like PNES then I'm sure it'll be great. I would love to try the Monkey Island demo with this scaling implemented :)

Also I heard the creator of Maniac Mansion gives agentq mad props for porting ScummVM to DS :) Maybe not specifically, but the sentiment was there!

#49954 - headspin - Wed Aug 03, 2005 11:30 pm

I want to help get audio in there.

What do we need to get music working? Would a simple MIDI player suffice or do we need some complex adlib/soundblaster wavetable or FM emulator?

As for converting audio to IMA-ADPCM (the built-in compressed format for DS according to DSTek) has anyone got a converter for this format (or is willing to write one) or is sox IMA-ADPCM format the same?

Tepples: You've written an ADPCM format converter used in TOD am I right? What modifications would be needed to get it to do IMA-ADPCM?

From DSTek...

Quote:
For IMA-ADPCM, the format is as following:
[7bit table index initial value][16bit initial value][4bit data][4bit data][4bit data][etc..]
When using ADPCM and loops, set the loopstart position to the data part, rather than the header.
Caution!
Do not change the ADPCM loop start position after playback. Stop playback first.

All channels support ADPCM/PCM, but only channels 8..13 can be used for PSG, and 14..15 for white noise.
The sampling frequency of the mixer is 1.04876 MHz with an amplitude resolution of 24 bits, but the sampling frequency after mixing with PWM modulation is 32.768 kHz with an amplitude resolution of 10 bits.

_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#49966 - tepples - Thu Aug 04, 2005 1:38 am

Dwedit wrote:
Tepples loves to plug his stuff every chance he can get.

If the discussion would be enhanced by letting people know about a program that I have developed, I let people know.

Dwedit wrote:
He even plugs Luminesweeper on Slashdot constantly.

Tense correction: I have stopped plugging Luminesweeper on Slashdot after about three stories. Now I just link to it in an article linked from my sig.

Dwedit wrote:
Alpha lerp itself requires you to use a tiled mode and have two identical layers.

Doesn't one of the extended rotation modes allow two layers of linear data?

Dwedit wrote:
One layer is 50% transparent on top of the other. It scrolls each layer up and down per scanline independently. It needs a reletively large hblank DMA buffer, with lots of dummy data inside

The DMA buffer is only eight bytes per scanline, which is only 1.5 KB on a DS.

Dwedit wrote:
Snesds/snesadvance can't use it, since it needs multiple layers. So it's limited to scaling up to 2 layers.

PC Engine (aka TurboGrafx-16) has one layer. Mega Drive (aka Genesis) has two. True, with the MD you'd run into the problem of the 320-pixel-wide screen.

headspin wrote:
Tepples: You've written an ADPCM format converter used in TOD am I right? What modifications would be needed to get it to do IMA-ADPCM?

First of all, the 8ad code can be set at compile time to use the IMA table index deltas and correction step sizes or my tweaked versions. Second, you'll just need to dump the initial table index and 0x0000 (initial value of the sample) as three bytes before going into the data write loop.
_________________
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-- Who?
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-- I think he moved to Tilwick.

#49990 - blt - Thu Aug 04, 2005 11:07 am

agentq wrote:
Plese feel free to sue me. I'm quite impressed that you'd consider it worth all the time money and effort to get from me what is only about 5 working days' worth of work. You could do another port yourself and save yourself the time and effort. Besides, by the time you'd organised it, I would have released the finished version anyway, and it would be a bit pointless.

Sorry. I'll stop arguing on it, since it seems to attract angryness from everywhere. No one is going to sue you for that, and I know you're gonna release them later. I'm just pointing a legal reality, release binary = have to make sources available.

Quote:
Here's a quick mock up of what you suggest. I did this in 15 minutes when I'm tired after work, and my ARM is rusty so this code is probably rubbish, but you get the idea.


Seems to be too costy indeed. Thanks for taking the time to check it out.

The inter-frame jitter solution (or another someone is pointing on this same thread) you're using seems more viable, if not perfect.
Good luck on this project.

#49991 - IxthusTiger - Thu Aug 04, 2005 11:12 am

respect for bit +1

#49997 - Hangman - Thu Aug 04, 2005 1:00 pm

I put the files on my space and posted a news on my site:

flash
wmb

#49999 - Elrinth - Thu Aug 04, 2005 1:50 pm

I tried it, and I love it!

But those screenshots are fake!!!
The text is much more squeezed, so it's hard sometimes to read.

Finishing Monkey Island Demo roxxed.. Man, enter Beneath a Steel Sky for next relaese!!! ;)

#50002 - Veg - Thu Aug 04, 2005 1:58 pm

Those screenshots are of the unscaled display, which you can toggle on and off using 'select'.

Even if BASS is possible (which remains to be seen), it'll be a long way off, seeing as agentq has already said he's only working on the SCUMM engine parts of SCUMMVM right now.

#50008 - joostp - Thu Aug 04, 2005 3:12 pm

Veg wrote:
Those screenshots are of the unscaled display, which you can toggle on and off using 'select'.

Even if BASS is possible (which remains to be seen), it'll be a long way off, seeing as agentq has already said he's only working on the SCUMM engine parts of SCUMMVM right now.

Why is it a long way off?
Unless there are a ton of hacks in the SCUMM engine itself (looking at the features of the port it doesn't look like there are), it should just be a case of re-building with the BASS engine enabled instead of SCUMM and adding/changing the relevant datafiles.

The BASS engine has about the same memory footprint and backend dependence as MI1 does, so if MI1 runs, so should BASS.
As long as the data can be read from ROM, instead of RAM (which is the only issue I can think of with the current port) it shouldn't be a problem at all.

#50010 - Veg - Thu Aug 04, 2005 3:28 pm

Not having anything to do with the port, I can't claim to give any kind of accurate answer.

There's your answer Elrinth.

#50012 - agentq - Thu Aug 04, 2005 3:58 pm

The only problem with enabling other engines is the size of the binary file produced. Currently with SCUMM only there's 2Mb of code, which is pretty big on a 4Mb machine.

So at the moment I'm concentrating on getting SCUMM working well and save states rather than having the hastle of multiple binary releases with different engines in them at this early stage.

a-lerp looks like a great idea, but unfortunately there are no video modes with 2 extended rotation backgrounds, so I can't use it for ScummVM.

I've got a question for people who know about makefiles. Does anyone know how to make the arm9 makefile in joat's template build .o files in separate directories? At the moment it puts them all in the build folder, which causes a problem with scummvm as there are a couple of files with the same name in different folders, and the .o files try to overwrite each other.

#50016 - tepples - Thu Aug 04, 2005 4:09 pm

agentq wrote:
The only problem with enabling other engines is the size of the binary file produced. Currently with SCUMM only there's 2Mb of code, which is pretty big on a 4Mb machine.

You can build scummvm-scumm.nds and scummvm-bass.nds.
_________________
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-- Who?
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-- I think he moved to Tilwick.

#50019 - dovoto - Thu Aug 04, 2005 4:30 pm

agentq wrote:
a-lerp looks like a great idea, but unfortunately there are no video modes with 2 extended rotation backgrounds, so I can't use it for ScummVM.


I recomend mode 5. I use this in my yeti port to double buffer the sprite overlay. It has two extended rotation backgrounds plus a normal 2D tiled layer and a 3D layer (on main screen only) which (with some slight effort with textures) magicaly becomes another 2D bitmap layer.


More info on modes:
http://www.drunkencoders.com/documents/DS/ndslib.htm#_Main

And on a side note, GPL has never been tested in court so I do believe if you want to delay your source release until it is a bit less embarising, and marginaly usefull, you will not have any police knocking at your door. :) (not that i imply delay should be indefinate or even lengthy)
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#50103 - Elrinth - Fri Aug 05, 2005 1:21 pm

Veg wrote:
Not having anything to do with the port, I can't claim to give any kind of accurate answer.

There's your answer Elrinth.


Oh.. sorries, it seems your right.


I'm looking forward to next release! ;)

#50208 - mnemonic - Sat Aug 06, 2005 3:58 pm

Just curious - will it be possible to play The Dig with this awesome port? I assume the movies and probably the speech will have to be ripped first in order to fit it on the cart, but that would be really cool, regardless.
_________________
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#50241 - octopusfluff - Sat Aug 06, 2005 10:29 pm

dovoto wrote:
And on a side note, GPL has never been tested in court so I do believe if you want to delay your source release until it is a bit less embarising, and marginaly usefull, you will not have any police knocking at your door. :) (not that i imply delay should be indefinate or even lengthy)


That phrase is very misleading. The GPL doesn't have to be tested in court because it's a very simple copyright license. Some of the particular details (the meaning of 'linking' for instance) will perhaps have to be pinned down by a judge at some point, but it's quite clear that you have /no/ right to redistribute any GPL'd code without providing the source to that same code on request.

It is in fact noteworthy that the GPL has continually /not/ been tested in court.. The FSF has repeatedly gone to folks violating the GPL, laid out the facts, and invariably they've decided to comply. That is far more telling, in my eyes.

While I similarly doubt that there will be 'police knocking at your door', the basic fact is that if you choose not to obey this constraint of the GPL, you are in copyright violation, as the GPL is the only thing that allows you to distribute a derivative work. Perhaps the copyright holders will choose not to come after you, but that is their choice. The violation is still there.

#50247 - Caligo - Sat Aug 06, 2005 11:43 pm

As far as i can tell, noone has directly requested the source yet, and agentq has not been unwilling to do so (he said he will, right?). so lets try to not turn this tread into an argument over legal issues. noone wants to be yelled at for doing something good for the community, and i think we all agree that what agentq is doing is helping out the DS homebrew community. I trust that agentq does what he believes is best, and i trust his judgement.
Lets try not to twist this tread into a GPL argument, or any kind of argument, as that only leads to make a sour mood, wich does nothing good for anyone at all.
One of the reasons i bought a DS to begin with was the hope of one day mod it and run ScummVM on it ;-) so i applaude everyone that has gotten us this far, and cheer on anyone that contributes to the scene. hooray! :-D
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#50251 - MrAdults - Sun Aug 07, 2005 12:30 am

Quote:
Lets try not to twist this tread into a GPL argument, or any kind of argument, as that only leads to make a sour mood, wich does nothing good for anyone at all.

I haven't seen anyone acting in an unjustified manner in regard to this. When you're working with GPL'd code, the right thing to do is simply not release binaries unless you're willing to release code along with them. People are right to point this out.

-Rich

#50256 - octopusfluff - Sun Aug 07, 2005 3:02 am

I did not mean my post to read as an accusation. That was not the intent. I was just replying to Dovoto's statement, as I feel it is a form of misinformation and misleads others on the actual weight of the GPL.

It's one I've seen before, and one I do not feel is proper to be repeated.

#50260 - tepples - Sun Aug 07, 2005 3:59 am

Please read these before making any more comments about the GPL: Yes you do have to distribute the source code that corresponds to this binary build. By not distributing the source code alongside the binary, you are making an implicit written offer to distribute source code under Section 3b. It doesn't have to be "pretty" or even represented as an indication of what you could do once employed; it just has to be modifiable and buildable.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#50268 - octopusfluff - Sun Aug 07, 2005 8:48 am

tepples wrote:
Please read these before making any more comments about the GPL:


I have no idea why I didn't think of that. Thank you, Tepples.

#50279 - agentq - Sun Aug 07, 2005 2:10 pm

I don't know why I'm still arguing on this one, but according to section 3b, I can make a written offer to send source code. I'm allowed to charge for this too.

So, to get a copy of the source code, please send a cheque for the distribution cost of 2GBP to the following address:

Neil Millstone
SCEE London Studio
15 Great Marlborough Street
London
UK

Now my obligations under the GPL have been fulfilled, and only if I should ignore any letters or refuse to give out the code would I be breaking the license.

Alternatively, you could wait just a few more days, as I'm nearly done. Thanks for being on my side Caligo!

#50285 - mnemonic - Sun Aug 07, 2005 4:24 pm

agentq wrote:
I don't know why I'm still arguing on this one, but according to section 3b, I can make a written offer to send source code. I'm allowed to charge for this too.

So, to get a copy of the source code, please send a cheque for the distribution cost of 2GBP to the following address:

Neil Millstone
SCEE London Studio
15 Great Marlborough Street
London
UK

Now my obligations under the GPL have been fulfilled, and only if I should ignore any letters or refuse to give out the code would I be breaking the license.

Alternatively, you could wait just a few more days, as I'm nearly done. Thanks for being on my side Caligo!



Right on!
And again, great work - I cannot wait until my passme arrives.
_________________
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#50293 - IxthusTiger - Sun Aug 07, 2005 10:09 pm

Ha! Well done agentq.

Cheers!

#50295 - headspin - Sun Aug 07, 2005 10:19 pm

agentq: I notice they have a lot of libraries for emulating the MIDI/sfx in the VMScumm CVS, even IMA-ADPCM decoding although I guess it's not the same as the built in proprietry compression format of the DS.

Basically, what I'm asking is what is the status of audio?
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#50309 - agentq - Sun Aug 07, 2005 11:15 pm

The audio in ScummVM DS basically works, and sounds pretty much as it does in the PC build, except that it's at 11Khz. There's a nasty bodge as I haven't worked out how to disable stereo in ScummVM's audio routines, but it works.

It's a little glitchy though, as it's not easy to get a looping buffer working well on the DS, as there seems to be no way of telling how far through a sample is.

It's also a bit slow, as the FM synth seems to use doubles(!) which are a killer on a machine without hardware floating point. That would be a good focus of optimisation to begin with.

I'm still having problems with the touch screen input though, even with natrium42's code it seems very off. I'll be looking into it though.

#50311 - headspin - Sun Aug 07, 2005 11:32 pm

Actually, I did do a little bit of code to figure out the percentage of how far a sample has played when coding my original DSSpeech which used phoneme contatination.

I'll dig up some of the code...

-- In IPC.h --
Code:
typedef struct sTransferRegion {
  uint32 heartbeat;          // counts frames
   u8 sndfin;                // sound timer finsihed?
   u8 schannel[16];          // sound channel on?
   ...


-- In main.cpp for ARM7 --

Code:
]#define TIMER_FREQ(n) (-0x2000000/(n))

int soundFinished = 0;

void InterruptHandler(void) {
  static int heartbeat = 0;
 
  if (IF & IRQ_VBLANK) {
    uint8 sndfin=0;
    u16 sch[16]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

    // Update the heartbeat
    heartbeat++;

    // Get sound registers
    for (int i=0; i<16; i++) {
       sch[i] = ( (SCHANNEL_CR(i) & SCHANNEL_ENABLE) != 0);
    }

    sndfin = soundFinished;
    IPC->sndfin = sndfin;
    for(int i=0; i<16; i++) {
      IPC->schannel[i] = sch[i];
    }
    ....
    if (snd) {
       soundFinished = false;
   TIMER0_DATA = TIMER_FREQ(snd->data[snd->channel].rate); // 11025hz is our mixing frequency
   TIMER0_CR = TIMER_DIV_1 | TIMER_ENABLE;

   // Set up timer to trigger when played 40 percent of sample
   TIMER1_DATA = 0x10000 - (int16)((snd->data[snd->channel].len * 40) / 100);
   TIMER1_CR = TIMER_CASCADE | TIMER_IRQ_REQ | TIMER_ENABLE;

        startSound(snd->data[snd->channel].rate, snd->data[snd->channel].data, snd->data[snd->channel].len, snd->channel, snd->data[snd->channel].vol, snd->data[snd->channel].pan, snd->data[snd->channel].format);
    }
  }
  if (IF & IRQ_TIMER1) {
    TIMER0_CR ^= TIMER_ENABLE;
    TIMER1_CR ^= TIMER_ENABLE;
    soundFinished = true;
  }
 
  // Acknowledge interrupts
  IF = IF;
}


-- In main.cpp ARM9 --

Code:

//plays an 8 bit mono sample at 11025Hz
void playGenericSound(const void* data, u32 length, u8 channel)
{
   snd.count = 1;
   snd.channel = channel;
   snd.data[channel].data = data;
   snd.data[channel].len = length;
   snd.data[channel].rate = 11025;
   snd.data[channel].pan = 63;
   snd.data[channel].vol = 127;
   snd.data[channel].format = 1;

   DC_FlushAll();
   IPC->soundData = &snd;
}
...
    playGenericSound(phoneme_sample[phoneme[i]].data, (u32)phoneme_sample[phoneme[i]].size, channel);
    while(!IPC->schannel[channel]); // Wait for sample to start
    while(!IPC->sndfin); // Wait for % of sample to finish
    if(channel==15) channel = 0; else channel++;


I know this is a sloppy hack, but it could help (?) :\
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#50342 - agentq - Mon Aug 08, 2005 1:35 pm

Hi Headspin,

Thanks for that, I should probably reimplement my looping buffer to match yours, as mine is far more horrible.

I noticed that you must have changed ipc.h though, and I was trying not to make any changes to NDSlib.

Did you just ignore the ipc.h in the ndslib folder and use your own instead?

Still, I think mine sounds good enough for a first release. It doesn't click all that much. Besides, I think the looping buffer is only one part of the problem with it.

Thanks again

#50423 - Chetic - Tue Aug 09, 2005 2:54 pm

agentq wrote:
Alternatively, you could wait just a few more days, as I'm nearly done. Thanks for being on my side Caligo!


*Stares at screen pressing F5 over and over*
Last time it was 'just a few weeks' or something.
Not that I'm disappointed or anything ;)
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#50432 - agentq - Tue Aug 09, 2005 5:14 pm

It's only been 11 days!

Don't worry, it'll be worth the wait.

#50441 - jonxs - Tue Aug 09, 2005 6:55 pm

good things take time, give the poor guy a break, he's doing us a great favour converting scummvm to DS

and as they say the best things come to those who wait. :-)

#50449 - Chetic - Tue Aug 09, 2005 8:47 pm

What I was saying was that he changed "a few weeks" to "a few days"
I'm saying he's fast, and totally awesome.
That's more than a break :)

By the way, thanks to this, my friend (who's currently in prison) is getting a DS. Now I will finally have someone to play multiplayer with.
Way to go, agentq! ;)
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#50666 - agentq - Thu Aug 11, 2005 4:28 pm

Sorry, I completely got the wrong end of the stick.

I hope this sells a few DSes, because it's a great machine.

#50696 - mnemonic - Thu Aug 11, 2005 9:29 pm

agentq wrote:
I hope this sells a few DSes, because it's a great machine.


I just bought my DS because of homebrew, including scummvm on DS that you have been working on.

Yeah!



BTW was my previous question about The Dig unanswered because it's ridiculous (as in impossible)?
_________________
Time flies when you throw a clock.

#50699 - Mithos - Thu Aug 11, 2005 10:14 pm

mnemonic wrote:
BTW was my previous question about The Dig unanswered because it's ridiculous (as in impossible)?


Maybe...

Seeing as the Dig is over 500Megabyte you whould first need to have a tool that converts all sound/speech to a smaller size, and/or quality.

Even then how big will it be...?

#50707 - kickinz1 - Thu Aug 11, 2005 11:43 pm

With GBAmp hacked, you can read/write to the CF with an homebrew. It will be soon possible on the Supercard. So if you have a 512MB or more CF card, it can be possible, if ScummVM uses this possibility.

So it doesn't seem stupid to ask for a compatibility of The Dig(sizely speaking, I don't know a little thing about the internal, and architecture of Scumm).

#50709 - Mithos - Fri Aug 12, 2005 12:08 am

Not everyone have a GBAMP or and flashadapter that use CF or SD though.

the Dig is a game I'd really would want on ScummDS.. hopefully there will be tools for making the sound/speech smaller later on.

#50713 - decayer - Fri Aug 12, 2005 1:14 am

Did not work :S

[Images not permitted - Click here to view it]

#50714 - Chetic - Fri Aug 12, 2005 1:33 am

decayer wrote:
Did not work :S

[Images not permitted - Click here to view it]


I contacted this guy on msn and explained how things work and what he needed to do.
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#50718 - IxthusTiger - Fri Aug 12, 2005 3:02 am

If the M3 is flashable and usable in the same way as the Movie Player v2, then I will buy that and donate my Movie Player for the ScummVM cause :)

I'm keeping the CF card though ;)

#50739 - Elrinth - Fri Aug 12, 2005 3:07 pm

I'm still happy most homebrew things run on my flashcart...
It's sad the GBAMP is taking over... :/

#50838 - agentq - Sat Aug 13, 2005 7:39 pm

Yep, I've finally finished the first version of ScummVM DS.

http://scummvm.drunkencoders.com

Please post if everything works as advertised. Please post if it doesn't too!

Enjoy!

#50839 - agentq - Sat Aug 13, 2005 7:45 pm

IxthusTiger, if you want to lend me your GBAMP, I will send it back to you when I'm finished with it. Do you have a PassMe too?

I think I'll be buying the M3 when it comes out too. It looks good. So when there are CF libraries for that I can support it.

I have a CF card :-)

#50840 - Dwedit - Sat Aug 13, 2005 7:59 pm

Does it support mp3 format sounds, like monster.so3? The only version of DOTT I have is the talkie version. Looks like it probably does not support mp3 compressed sound.

The music is WAY too quiet, even with the settings cranked up. It's also noisy.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."


Last edited by Dwedit on Sat Aug 13, 2005 8:23 pm; edited 1 time in total

#50841 - Filb - Sat Aug 13, 2005 8:08 pm

Playing DOTT (German version) right now! (Not very smooth, but I guess this can be optimized, right?)

But it works perfectly! Very cool *_*
Good work!! Thanks for this!

#50842 - bahnhof - Sat Aug 13, 2005 8:11 pm

I just wanted to say 'very nice work!' to you agentq. I was a little sceptical at first but right now I'm playing DOTT and it works well. Good job :)

#50844 - agentq - Sat Aug 13, 2005 8:16 pm

In the options menu, go to the audio tab, and select 'No music' under Music Driver. This will make DOTT play full speed, but without music. Hopefully I'll be able to get the FM stuff faster and then you can fun full speed with music.

I'm not sure if it will support MP3 sounds. My guess is that it won't.

#50846 - Veg - Sat Aug 13, 2005 8:32 pm

Great work agentq. Seems to be working well with the few games I've tried out so far.
The sound level seems a bit quiet, even if increased in the options, and the 'Quit' option doesn't seem to work. But both are minor points - and ones I'm sure you're aware of.

Can I ask why there's a limit of 30mb on the zipfile size, and whether this can be increased, or is it some kind of memory limitation the DS has?

#50851 - tepples - Sat Aug 13, 2005 8:56 pm

It's a memory limitation of GBA flash cards. Without knowledge of how to change the bankswitch registers, which is knowledge that (usually) only the flash card maker has, a Nintendo DS program can access only the first 256 megabits (32 megabytes) of the data on a GBA flash card. It should go away for the most part once the program is ported to the GBA Movie Player.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#50854 - agentq - Sat Aug 13, 2005 9:01 pm

Tepples, you took the words right out of my mouth.

As to the sound volume, I think it's an issue with FM synthesis in general. There has to be enough 'spare' amplitude for the loudest sound it can make, so generally the emulation is a bit quiet.

ScummVM on the PC has the same problem. At the default settings, the soud effects are much lounder then the music.

As to the crackliness, I know it's a problem. It's not so bad in older games that don't tax the CPU much. I have a few ideas what could be causing it.

The quit option is also something I know about. I think I kow why that crashes, but haven't got to it yet.

And by the way Veg, thanks for the note, the Mexican looks very realistic, although some people at work thought he looked more like a Morman.


Last edited by agentq on Sat Aug 13, 2005 9:12 pm; edited 1 time in total

#50859 - tepples - Sat Aug 13, 2005 9:11 pm

agentq wrote:
As to the sound volume, I think it's an issue with FM synthesis in general. There has to be enough 'spare' amplitude for the loudest sound it can make, so generally the emulation is a bit quiet.

Unless you run the whole signal, including all FM channels through a lookup table that implements amplification with soft clipping. I've done this in one version of GSM Player.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#50877 - headspin - Sun Aug 14, 2005 2:58 am

... or some sort of realtime audio compression, but that would be even more taxing on the CPU.
_________________
Warhawk DS | Manic Miner: The Lost Levels | The Detective Game

#50891 - Chetic - Sun Aug 14, 2005 8:45 am

Great job on the scaling and controls, I really like it.

What games are supposed to work though?
I'm not sure which are scumm anymore :p
Zak didn't work, so I guess that's not a scumm game.

The games that work though work.. perfectly! :)
So far I tried Loom, Maniac Mansion, Sam & Max, Day of the Tentacle, Monkey Island 1 and Monkey Island 2.
Wish I knew a way to try Full Throttle...

Is it not possible to add support for more than 32MiB?
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#50893 - Mark_RC - Sun Aug 14, 2005 9:11 am

This works great! :) Good job, agentq.
I have a suggestion for the controls. Anyone played ScummVM on a GP32? It has better controls (except the touch screen, of course ;)). It has to be always in hover mode. Then, use the shoulders, the buttons or the D-PAD as the mouse buttons.

#50895 - Veg - Sun Aug 14, 2005 10:07 am

Zak works fine here, Chetic.

See tepples' reply for the reason behind the 30mb barrier. Looks like it won't be broken on flashcarts, but will be on one of the card adaptors.

The controls seem fine to me, Mark - I think you want to confine as many of the 'control' buttons to one side of the DS, as you hold the stylus with the other hand.

One improvement might be to automatically switch back to left click mode after a right click operation has been performed - it's not often that you need to perform a lot of right clicks.
Also, unless D-Down currently does anything (or if you have future plans for it), making it also activate hover mode might be an idea.

#50906 - telephasic - Sun Aug 14, 2005 1:05 pm

So far I've got Monkey 1&2 to run, Maniac Mansion and Sam and Max (all pc non talkie versions), but I'm having issues saving.

I'll just note up front I am not attempting to save any more than one save game in the first slot.
For monkey 1&2 I get a message on the top screen saying that the save file is too big for ram, and of course, it isn't present upon reboot. For maniac mansion saving crashes the game, and with Sam and Max the file saves, but will not restore (no error message given here).

In addition, after playing Monkey 1 for about an hour and a half it crashed (forgot to write down the error message though, which I will do next time).

I'm using a 256m xgflash card which up until now has had no problems with SRAM saving.

Anyone else having save problems? At this stage I'm not prepared to keep playing until the saving works.

#50907 - agentq - Sun Aug 14, 2005 1:30 pm

Well, I'm using an ancient visoly flash card, and I've saved Monkey 1 & 2, and Manic Mansion without problems.

Occationally, my saves seem to disappear when I leave the DS switched off for a while, but I think it could be a bad battery on the flash cart, as it seems to always work unless I leave it alone.

Anyone else tried saving yet?

#50908 - Spaceface - Sun Aug 14, 2005 1:57 pm

I have a talky version of DOTT and Sam & Max here.. how do I make it compatible for my 128Mb flashcard?

#50910 - Spaceface - Sun Aug 14, 2005 2:28 pm

Oh and another thing, (didn't find it in this thread) is there any way to crank up the music volume? Seems very soft.

Other than that I friggin love this.. agentq is my new God!

#50911 - Chetic - Sun Aug 14, 2005 2:39 pm

Veg wrote:
Zak works fine here, Chetic.


That's very odd... what version of it are you using?
I've heard of more than one

agentq wrote:
Occationally, my saves seem to disappear when I leave the DS switched off for a while, but I think it could be a bad battery on the flash cart, as it seems to always work unless I leave it alone.

Anyone else tried saving yet?


It was the same for me last time, with Monkey Island 1. I just saved 10 minutes ago and now I'm about to see if it's still there...

Looks like you have some quite peculiar bug there, it didn't stay. I'll try saving with other games now.
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#50912 - telephasic - Sun Aug 14, 2005 2:39 pm

Saving update:

I have solved some of the save problems with my xgflash 2005 256m card. Turns out that if there is a save game from a different game being played by scummvm in the SRAM of this brand of cart you can't save again until you clear the SRAM. By cart has battery backup, so when I pull the battery out to wipe the saves, the SRAM is cleared (I assume) and I can then save in the new game. It seems that I can keep saving over the same save as long as I don't change to a new scumm game.

I have so far tested this with maniac mansion and monkey 1.

Feature Requests:

-Left/Right hand control swap: The ability to map the d-pad to x/y/a/b and vice-versa.

-The command I have always used most when playing any scumm game is the "." (full stop) on the keyboard in order to skip the current line of text on the screen. I read much more quickly than the text is displayed, and I like to skip as soon as I've read the line of text (particularly when replaying the games, or skipping through long conversations). I'm more interested in this being implemented, rather than the text display speed option, as it means I can take my time to read when I wish (and not have text disappear too quickly). A good use for d-pad down maybe?

Thanks for all the work,

Telephasic

#50913 - Veg - Sun Aug 14, 2005 2:54 pm

I don't seem to be able to erase saves on my EFA so easily - it would require a full cartridge format. But Monkey Island saved fine, and the save is still there after several on-offs.

Chetic - I'm just using the common version of Zak McKracken, EGA (Enhanced).

#50915 - Chetic - Sun Aug 14, 2005 3:06 pm

I use the FM-TOWNS version and it hangs saying "(0:0:0x0): Invalid midi driver selected!"
Which just brakes my heart :'(

The voices in DOTT work freakin' amazing by the way, just have to comment on that.
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#50918 - agentq - Sun Aug 14, 2005 3:23 pm

I have a 100% crash in Monkey Island 2 when entering the cemetry.

All I have to do is walk forward so the bats fly into the air and it crashes. Strangely, it's crashing inside the scripting engine, in an infinite loop. If I hold a shoulder button and use up and down I can still scroll the screen.

Can anyone else confirm this?

Yes, not being able to delete an old save is something I should have thought of, now you describe what happens it makes perfect sense. Unless you clear the SRAM the old save will be there and it won't save over it.

Saves disappearing however is really wierd. The next time it happens to me I'm going to dump the save RAM onto my PC and see if I can work out why it's not picking it up.

The full stop on d-pad down is a great idea - I'll stick it in.

I'd never heard of FM-TOWNS until I looked into the ScummVM source, but it shouldn't be too hard to get it running.

#50921 - Veg - Sun Aug 14, 2005 4:15 pm

agentq, the cemetary in MI2 is fine here. No crashes, or any sign of trouble.

#50927 - moogles - Sun Aug 14, 2005 6:35 pm

I have tried monkey 1, monkey 2 and DotT. I get no sound on monkey 1 but sound works fine with DotT and monkey 2. It works great so far. Haven't tried it very much yet though.

Great work agentq!

#50940 - Drol - Sun Aug 14, 2005 7:44 pm

Great work agentq! I've tried Monkey 1 -CD version- (without music files) and works perfectly. I've seen in a GP32 scene web how to add the missing music files in OGG format, so that the whole game is'nt more than 18 MB. I've tried to load it with your scummVM DS-version and it also runs, but with no music at all. Then I've loaded it with the PC version of scumm and worked fine. Would it be possible to make the the DS version recognize OGG files? thanks

#50945 - tepples - Sun Aug 14, 2005 7:57 pm

Vorbis at full bit rate may take too much CPU time to decode, but it might be possible to use GSM 06.10 or the DS's built-in ADPCM decoder.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#50950 - Drol - Sun Aug 14, 2005 8:43 pm

Don't no much about audio codecs nor DS hardware; but as I said, they use the OGG files to be emulated on a GP32 scummVM version. Can't the DS do the same?

#50952 - Dwedit - Sun Aug 14, 2005 8:55 pm

The DS is more likely to handle mp3 better than vorbis. Moonshell already plays mp3 files, I could see something like that happening to scummvm. I already an mp3 converted monster.sou file from DOTT, but it's like 29 megs, too big to fit on a flashcart at the same time as the rest of the game.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."

#51015 - Elrinth - Mon Aug 15, 2005 1:00 pm

so which talkie versions can we fit within 256mbit?
which games are recommended to play? ;)

#51016 - Chetic - Mon Aug 15, 2005 1:02 pm

Elrinth wrote:
so which talkie versions can we fit within 256mbit?


None as far as I can see...

Elrinth wrote:
which games are recommended to play? ;)


All.
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#51017 - Spaceface - Mon Aug 15, 2005 1:14 pm

I'm wondering where the savegames are stored.. on the battery of the GBA or in the ROM itself (seeing SCUMM sytems usually use files for savegames)

#51021 - Bertie - Mon Aug 15, 2005 2:28 pm

So is ScummVM DS currently being made compatible with the GBAMP??

I just ordered a GBAMP specifically with running SCUMM in mind so kinda gutted its not compatible yet.

Still very impressed with your work Agentq! Am hoping to get into a bit of DS development myself when the stuff arrives.

#51023 - agentq - Mon Aug 15, 2005 2:57 pm

It does say on the website that GBAMP isn't supported!

Still, you could always make it work yourself as an introduction to DS development!

Most GBA games and all GBA flash carts have some RAM on them and a battery to keep it powered. This is where ScummVM saves it's save games.

The DS does have some save RAM internally, but I don't think you can use it from a game.

What does everyone think about the feasability of using the ARM7 to do MP3 decoding? Perhaps it will work if the bitrate is low enough.

#51025 - Empyrean - Mon Aug 15, 2005 3:48 pm

Bertie, man, don't be disheartened. One day, someone'll make it work with the GBAMP.

It can't be that hard... the hard parts, agentq is already doing!
_________________
3 is not an "e",
7 is not a "t",
1 is not an "l",
And for the love of God,
Learn how to spell!

#51035 - daninski - Mon Aug 15, 2005 7:11 pm

agentq wrote:
It does say on the website that GBAMP isn't supported!

Still, you could always make it work yourself as an introduction to DS development!

Most GBA games and all GBA flash carts have some RAM on them and a battery to keep it powered. This is where ScummVM saves it's save games.

The DS does have some save RAM internally, but I don't think you can use it from a game.

What does everyone think about the feasability of using the ARM7 to do MP3 decoding? Perhaps it will work if the bitrate is low enough.

how does moonshell do it's decoding?

#51037 - Troublemaker - Mon Aug 15, 2005 7:42 pm

How do I make an .nds file out of the .ds.gba in v0.1?
I wanted to use it with Darkains loader.

#51041 - jojjy - Mon Aug 15, 2005 9:13 pm

Hmm... saving seems to work, but each time I turn my DS on, I have to configure which game again. I was playing Day of the Tentacle, and when I tried to go to the menu, (F5.. or start for this port), it just had a black screen. :(

Sometimes when I load a save game it works, othertimes it freezes it.

#51043 - agentq - Mon Aug 15, 2005 9:23 pm

Hmm. I haven't seen the kind of problems you're getting. I've been losing saves, but when they're present, they always work for me.

And I've not seen the black screen when you press start either. Have you tried any other games other than DOTT?

#51044 - Chillabis - Mon Aug 15, 2005 9:36 pm

From http://scummvm.drunkencoders.com/ :
Quote:
Runs nearly all of Lucasarts' SCUMM games up to and including Sam & Max Hit the Road
Supports sound
Supports multiple games without reflashing
Supports using the DS touch screen for controls
Suports saving games to compatible flash cards
All games run at pretty much full speed

Can any1 tell me how do boot with multiple games?
Or is there another way to boot multible *ds.gba files?

Anyways great work with ScummVM!
Too bad though games doesn't work when they're over 30mb :(
I wanted to try Sam & Max, Indiana Jones & and more. But they're over 30mb :/

#51045 - Veg - Mon Aug 15, 2005 9:42 pm

Sam & Max is about 15 mb (floppy version, of course). And FOA is a little under 10. So you could fit both on, if you can live without the voices.

If you want to boot multiple DS homebrew, and have a flashcart, you can use Darkain's multibooter. It's around here somewhere.
You'll need ScummVM DS in a *.nds form, rather than the *.ds.gba, though. And I don't think such a thing currently exists.

#51048 - agentq - Mon Aug 15, 2005 9:54 pm

If you want to boot multiple games, put them in folders inside the zip. Then, when you run ScummVM DS you will be able to add both games to the menu by selecting the correct folder.

#51049 - Elrinth - Mon Aug 15, 2005 9:57 pm

I tried scummvm, sadly only monkey island 2 started, but it works GREAT.. and music plays graet.. and boy.. I LOVE THIS!!! ;)
i put zak, loom and monkey island 1 there too, too bad they didn't work.. (no files found in the folders)

Chetic wrote:

Elrinth wrote:
which games are recommended to play? ;)

All.


Is even Monkey Island 3 possible?
if so, COOL!!! :D

in the future, will we be able to, if we have the correct device, play talkie version of many scumm games?

the games I list are pretty big games in their talkie version so they might be needed to be divided into smaller fragments or stored on a big compact flash card.
* the dig
* monkey island 1,2,3
* indiana Ford and the face of at-the-lan-ice
* loom

no need to name more, I guess most people here know the games :D

#51053 - Mithos - Mon Aug 15, 2005 10:51 pm

I've tried the following games so far.

(Names ScummVM give game when adding)
---------------------------------------------------
Indiana Jones and the Fate of Atlantis (English (US)/DOS)
Indiana Jones and the Last Crusade (256) (DOS)
Monkey Island 1 (256 color Floppy version) (English (US)/DOS)
Monkey Island 2: LeChuck's revenge (English (US)/DOS)

and

Monkey Island 1 (English (US)/DOS) -> (CD-version without music, skipped the mp3's)

Fate of Atlantis (non talkie version) did start ONCE, but never more. All the other games start every time and work well.

Monkey Island 2 hung when I left Scabb Island for the first time, touchscreen went "dead" and did not respond so could not play any futher there (have not tried to play again though, might get past the spot next time?).

#51069 - look - Tue Aug 16, 2005 2:20 am

It works well on the supercard on my flashed DS

It can't write to/find scummvm.ini and saves dont stay after a restart.

Are you able to write to the .zip file?

perhaps you could store the saves and ini files in the zip?

If you want any testing done on the DS+supercard PM me

#51088 - linus_of_hate - Tue Aug 16, 2005 7:21 am

agentq wrote:
It does say on the website that GBAMP isn't supported!

Still, you could always make it work yourself as an introduction to DS development!

Most GBA games and all GBA flash carts have some RAM on them and a battery to keep it powered. This is where ScummVM saves it's save games.

The DS does have some save RAM internally, but I don't think you can use it from a game.

What does everyone think about the feasability of using the ARM7 to do MP3 decoding? Perhaps it will work if the bitrate is low enough.


the demo version (wifiME scummvm.nds version) worked just fine for the Gbamp is there any difference here that would make it stop working ?

the MP3 decoding is feasable you'd have to look at doing something simular to what the moon shell does http://www.dslinux.org/forums/index.php?showtopic=634

also you may want to look into using chishm's compact flash gbamp
apps and such ..

not complaining at all ... i own a flash card and a gbamp

and thanks for the great emulator or VM =)

later

#51096 - gumba - Tue Aug 16, 2005 9:17 am

Elrinth wrote:
I tried scummvm, sadly only monkey island 2 started, but it works GREAT.. and music plays graet.. and boy.. I LOVE THIS!!! ;)
i put zak, loom and monkey island 1 there too, too bad they didn't work.. (no files found in the folders)

Chetic wrote:

Elrinth wrote:
which games are recommended to play? ;)

All.


Is even Monkey Island 3 possible?
if so, COOL!!! :D

in the future, will we be able to, if we have the correct device, play talkie version of many scumm games?

the games I list are pretty big games in their talkie version so they might be needed to be divided into smaller fragments or stored on a big compact flash card.
* the dig
* monkey island 1,2,3
* indiana Ford and the face of at-the-lan-ice
* loom

no need to name more, I guess most people here know the games :D


I don't think that Monkey Island is possible on the DS(perhaps on the PSP) because it needs 90 Mhz and 16 MB RAM

#51098 - agentq - Tue Aug 16, 2005 9:44 am

I don't think you'll get Monkey 3 or later to run. I bet that game will be absolutely huge, and it runs at 640x480, which would be a bit too rubbish scaled down to 256x192. The CPU time taken up by that is likely to be pretty hefty too.

Moonshell may well decode MP3s, but it will probably be using the ARM9 for this, since it's not doing much else at the time. In ScummVM DS, the ARM9 is almost totally used to run the game, so decoding MP3s as well would be impossible.

The ARM7 processor is unused though, so if that can be made to do the decoding then it wouldn't affect the game speed at all (in fact, it may even be faster, as you wouldn't need to do the FM synthesis on the ARM9) but I have some doubts over whether it's fast enough without some serious optimisation work.

I may try to get MAD compiling on it at some point, unless other people think another MP3 decoder might be better.

Mithos: thanks for the bug reports - I'll try and reproduce your crash in Monkey 2.

#51107 - Mithos - Tue Aug 16, 2005 1:06 pm

Strange...

Must have been my cart that had issues.. Changed the battery (re-solder) and now Fate of Atlantis seems to start again...

Will play Monkey Island 2 today again, and see if it hangs on same place.

#51108 - agentq - Tue Aug 16, 2005 1:18 pm

Fate of Atlantis is dodgy here too. It starts about one in ten times. When it does start it seems to work fine though.

That's got to be a bug.

#51110 - Spaceface - Tue Aug 16, 2005 1:21 pm

Loom (CD edition) totally screws up on me. Is this because it can't find the audiotracks it searches for? In that case it'll probably result in the same thing with monkey island 1 (CD edition)

#51112 - Mithos - Tue Aug 16, 2005 1:39 pm

Monkey Island 2 did NOT hang itself on the boat this time, could pick up parrot crow and walk inside the boat.

Managed to play some on both Booty Island + Phatt Island, but when returning to Scabb Island I got:

Errorcode: (7:97:0x134): Out of memory while allocating 82695


Also, seems like I can not load a saved game... Just freezes screen when trying.


Last edited by Mithos on Tue Aug 16, 2005 2:49 pm; edited 1 time in total

#51116 - agentq - Tue Aug 16, 2005 2:30 pm

Mithos: Does the save produce any errors when you save it?

And can you load a save if you load immediately after saving, before switching off the DS?

When you restart the DS, does the save have a name of 'Save 1'? Or is it corrupted in some way?

#51117 - Mithos - Tue Aug 16, 2005 2:36 pm

agentq wrote:
Mithos: Does the save produce any errors when you save it?
And can you load a save if you load immediately after saving, before switching off the DS?
When you restart the DS, does the save have a name of 'Save 1'? Or is it corrupted in some way?


1. No errors when saving.
2. Yes, that works, and I saved on savepoint 2. Save 2, and I can load that after "rebooting NDS too", strange.
3. Yes, is namned Save 1 on savepoint 1.


Indiana Jones - Fate of Atlantis

Just arrived in city, took newspaper, pushed the boxes, tried to climb the ladder, and crash.

Errorcode: (10:145:0x6F): Value 2815 is out of bounds (0,20) (Local variable 2815 out of range(r))

#51160 - tepples - Tue Aug 16, 2005 9:50 pm

agentq wrote:
The ARM7 processor is unused though, so if that can be made to do the decoding then it wouldn't affect the game speed at all

It's not exactly MP3, but GSM Player works fine on the ARM7 in the GBA, and because the DS's ARM7 is clocked at Double Speed, you might be able to pull off two simultaneous GSM streams for stereo.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#51166 - agentq - Tue Aug 16, 2005 10:20 pm

GSM sounds like it would be perfect, only it would mean writing a tool to reeencode the sound files in GSM format similar to the one provided int the scummvm tools package.

If I can use the MP3s I can use the tools that already exist.

#51168 - tepples - Tue Aug 16, 2005 10:22 pm

agentq wrote:
GSM sounds like it would be perfect, only it would mean writing a tool to reeencode the sound files in GSM format similar to the one provided int the scummvm tools package.

If you have a version of SoX that can read MP3 or WAV and write GSM, then you already have your tool, although SoX doesn't support any form of stereo GSM stream. But do any SCUMM games require stereo such that the game becomes unplayable if the audio is downconverted to mono?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.


Last edited by tepples on Tue Aug 16, 2005 10:24 pm; edited 1 time in total

#51169 - agentq - Tue Aug 16, 2005 10:23 pm

But what about extracting from the Monster.sou format that SCUMM uses? I have no idea how that works. Then I've got to get the GSM'ed samples back in the file.

#51170 - tepples - Tue Aug 16, 2005 10:28 pm

According to the README file, you could look at the source code of the 'extract' program from scummvm-tools and then add a way to pipe the files through SoX, resampling them to 18157 Hz mono and encoding them to GSM.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#51173 - agentq - Tue Aug 16, 2005 11:04 pm

Yep, I could, but I don't know whether I want to get into writing a tool at the moment, so MP3 looked like it could be an easier option.

#51175 - tepples - Tue Aug 16, 2005 11:08 pm

For one thing, the owner of the MP3 patents has shown itself to be much more litigious about defending its patents than the owner of any patent that may exist on GSM 06.10. Otherwise, the Toast people would have already got a cease and desist letter. Besides, even if you use MP3, you're going to have to modify 'extract' anyway to get it working in mono or 22 kHz (half sample rate) mode.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#51177 - agentq - Tue Aug 16, 2005 11:35 pm

Yep, you're right on both points.

Perhaps GSM is a better option.

#51178 - Mithos - Tue Aug 16, 2005 11:44 pm

Concidering that the NDS AMR7 is @ 33Mhz as too the GBAs ARM7 @ 16,7MHz.

How much better then 18khz gsms could it manage, coz I'm listening to all sounds from Monkey Island 1 Cd-version in 18khz gsm, and it does not sound that good, ambient noise in the background and hizzing sounds.

#51194 - rkenshin - Wed Aug 17, 2005 3:25 am

So how do you fight with Indy? I couldn't even throw a single punch in the boxing match in the beginning of the Last Crusade..

#51222 - agentq - Wed Aug 17, 2005 10:47 am

I would imagine you won't be able to fight with Indy, if you need more than just the mouse. I've not played it, so I don't know.

Could people who are having save problems please check if they can load the save immediately after saving, before restarting the DS?

I'd like to work out whether it's my SRAM code or the data itself.

Thanks.

#51224 - Mithos - Wed Aug 17, 2005 11:09 am

Formatted the flash, and filled it with games, and filled up tha SRAM 100%.

Reburned my scummgames, and now saving works fine (so far).

Secret of Monkey Island 2: Lechuck's Revenge.

Tried load right after saving, worked
Tried load after restarting DS, worked.

Savepoint 1
1. Save 1

Update
Ran Largo out of town with voodoodoll, and talked to voodoolady, crashed when leaving her.

Game crashed with: Out of memory while allocating 79700


Last edited by Mithos on Wed Aug 17, 2005 12:59 pm; edited 2 times in total

#51225 - NoMis - Wed Aug 17, 2005 11:26 am

rkenshin wrote:
So how do you fight with Indy? I couldn't even throw a single punch in the boxing match in the beginning of the Last Crusade..


In Indy 4 you can fight with the mouse as well by clicking on the enemy to attack or on yourself to block. But this was not possible in Last Crusade afaik.

NoMis
_________________
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#51251 - LeChuck - Wed Aug 17, 2005 4:48 pm

Hi,
I am new here. Sorry for my bad english!

I want to play my original Monkey Island 1+2 on DS i dreamed for an emulator like this!

I got 2 questions:
-Does it work to stream it with one of these WLAN-Cards http://ralink.rapla.net/ without any other stuff?
-Can I put ScummVM DS on a GBA Flashcard and play it?

#51252 - Mithos - Wed Aug 17, 2005 4:59 pm

LeChuck wrote:
I got 2 questions:
-Does it work to stream it with one of these WLAN-Cards http://ralink.rapla.net/ without any other stuff?
-Can I put ScummVM DS on a GBA Flashcard and play it?


1. No, games are to big.
2. Yes, you can put the ScummVM DS on a GBA Flashcard and play.

You need some stuff for it though. Passme, WiFiME or FlashME.

(WifiME)
http://www.aaronrogers.com/nintendods/wifime.php

(FlashME).
http://www.dspassme.com/FlashMe.shtml
http://ds.gcdev.com/dsfirmware/

#51255 - LeChuck - Wed Aug 17, 2005 6:10 pm

THX. For the info. If I use the WifiME methode can the NDS break or something like this?

#51257 - Mithos - Wed Aug 17, 2005 6:35 pm

LeChuck wrote:
THX. For the info. If I use the WifiME methode can the NDS break or something like this?


If you Flash the NDS firmware and fail, your DS is a brick. However, have not heard anyone doing so by misstake.

#51318 - Chetic - Thu Aug 18, 2005 6:55 am

Mithos wrote:
1. No, games are to big.

Not all of them.

Mithos wrote:
LeChuck wrote:
THX. For the info. If I use the WifiME methode can the NDS break or something like this?


If you Flash the NDS firmware and fail, your DS is a brick. However, have not heard anyone doing so by misstake.

Quite a few have, but you won't do it unless you can't read the instructions. (or have a metal shortage at home)
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#51396 - hoagie - Fri Aug 19, 2005 3:31 am

only complaint i have with scumm ds is the volume. Monkey island 1 at full blast is very quiet

#51403 - rkenshin - Fri Aug 19, 2005 5:38 am

Even changing the volume in the options is too quiet for you?

#51417 - hoagie - Fri Aug 19, 2005 12:33 pm

rkenshin wrote:
Even changing the volume in the options is too quiet for you?


does that work? i couldnt access the volume controls...maybe i wasnt doign it right, ill try again.

#51445 - youplaboum - Fri Aug 19, 2005 5:29 pm

I can't make it working :(

the gba file loads correctly, i see the scummvm load screen, but the list is empty, and nothing more in the "add game" menu.

I suspect an error when i create the zip and the gba file: i used this demo of secret of monkey island. I unzip the file in a folder, and make a new zip with no compression and no path. then I move this new zip to the scummvmds0-1 folder, and launch builddata.bat.

I also have a warning message on the upper screen "Unable to open configuration file: scummvm.ini! settimercallbackSearching for ZIP archive...Ok!"

Can someone please send me a correct zip and a correct .gba for this demo, so i can compare and find errors?

#51453 - Sodeju - Fri Aug 19, 2005 7:50 pm

did you renamed the zip file into scummdata.zip?

#51461 - agentq - Fri Aug 19, 2005 11:19 pm

Click 'Add game'. Nothing will appear in the directory window because it only shows folders. Just click 'Choose' and it should detect your game. It says it found your zip archive fine, so there should be no problems.

#51462 - youplaboum - Fri Aug 19, 2005 11:30 pm

agentq wrote:
Click 'Add game'. Nothing will appear in the directory window because it only shows folders. Just click 'Choose' and it should detect your game. It says it found your zip archive fine, so there should be no problems.


It's working! that's great! but not very instinctive :p

#51466 - IxthusTiger - Sat Aug 20, 2005 12:28 am

Has anyone tried Broken Sword 1 or 2 yet?

EDIT: Do I need the CPT file for Beneath a Steel Sky?

#51467 - Spookey - Sat Aug 20, 2005 12:36 am

I would like to thank for the stunning port of these games. I am a big fan of the old Lucasart adventure games.

Hope to see support for the talkie versions later, infact i tried to startup Indy4 talkie version and i got some speech in it but it crashed after awhile.

NintendoDS might be the console that brings some new life to the adventure game types we oldies really like.

#51478 - The 9th Sage - Sat Aug 20, 2005 3:48 am

Spookey wrote:

NintendoDS might be the console that brings some new life to the adventure game types we oldies really like.


This port actually inspired me to go out and find somewhere to buy Day of the Tentacle and Sam + Max. I always was interested in playing them, and this DS port is perfect because the DS is just great for something like this with the touch screen, not to mention the insane portability of it. Adventure gaming on my lunch break at work. :)
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#51483 - Empyrean - Sat Aug 20, 2005 7:24 am

I think DOTT and Sam n' Max come together in the collector's edition doubles (the ones with the huge postal stamp on the front and a solid red background). I even vaguely recall LA releasing a LucasArts Adventure Package or something with Full Throttle, Indy: Atlantis, and a whole bunch of others...
_________________
3 is not an "e",
7 is not a "t",
1 is not an "l",
And for the love of God,
Learn how to spell!

#51487 - Chetic - Sat Aug 20, 2005 8:54 am

speaking of Full Throttle... can it be played somehow?
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#51553 - NoMis - Sun Aug 21, 2005 6:18 pm

youplaboum wrote:
It's working! that's great! but not very instinctive :p


If you put your games in a directory each you will only have to select that directory and say choose.

NoMis
_________________
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#51613 - Sodeju - Mon Aug 22, 2005 9:43 am

Sometimes the text isn't readable in normal mode. Kinda annoying...

#51618 - IxthusTiger - Mon Aug 22, 2005 11:10 am

Are you using an old version? What game are you playing?

#51671 - audiotheory - Mon Aug 22, 2005 9:31 pm

First off all I can say is WOW!!
Truely awesome work here so far. I just tried this for the first time with Sam'n'Max and it works amazingly well.

The only problem (which I would imagine is easily solved) is that S&M uses the mouse cursor to display what the current action is. As ScummVMds doesn't display the mouse cursor this makes it rather difficult to operate.

Could you please display (or include an option to display) the mouse cursor?

Also pressing the Start button (to bring up the menu) crashes my DS.


:theory

#51677 - chava - Mon Aug 22, 2005 10:59 pm

Awesome work!!!

I've played Monkey Island I and Indy 3 and they both worked fine.
But suddenly when I was trying to load one of my previous savegames, it crashed... and I've lost my saves... everytime I try to load Save1 (for MI) or Save2 (for I3) it crashes, though I had been playing for 3 days without save problems...

#51684 - agentq - Mon Aug 22, 2005 11:43 pm

Hi,

I've released version 0.2:

# Crash bug after playing for a while has been fixed
# All games have a performance boost
# Saves are compressed in SRAM allowing more than one
# Saves don't get lost at random any more
# Engine configuration is saved into SRAM
# Added option to clear SRAM (hold L+R on startup)
# Indiana Jones and the Fate of Atlantis now works
# The sound glitches are reduced

http://scummvm.drunkencoders.com

Sorry, saves are not compatible with version 0.1, so you won't be able to carry on your game.

Chava: sorry about your problems, I discovered several horrible flaws in how v0.1 saved it's games which are now fixed.

audiotheory: Yes, Sam & Max uses a different interface which could do with some special support in ScummVM DS. I'll get to that in the next version.

IxthusTiger: Broken Sword and Beneith a Steel Sky don't work yet. Broken Sword runs at 640x480 so probably will never work. BASS will work when I get round to making a separate build.

Youplpaboum: No, it's not all that user friendly, but that functionality is straight from the PC version. I might have a go at changing it at some point.

#51691 - Mithos - Tue Aug 23, 2005 12:46 am

Tried Indiana Jones and The Fate of Atlantis.

Started just fine. but crashed at the ladder when climbing up to stage were Sophia is talking.

errorcode: (0:1:0x4ab): Invalid actor 111 in o5_getActorRoom.

Pressing L+R when starting DS doesn't seem to delete SRAM either.

#51698 - jojjy - Tue Aug 23, 2005 2:13 am

Tip for Sam and Max Cursor woes

What I did was tap on the cardboard box, then choose which cursor I wanted there. Still kind of a pain, since one is missing, (walk I think), and you have to constantly use this box. Still, using this method one can effectively play the game. One could also learn the order in which the different cursors cycle when using right mouse button mode.

What would be good if it showed the cursor with each tap on the screen, so when someone was cycling through teh cursors with right click mode, you'd see each icon and know which you were using.[/b]

#51747 - agentq - Tue Aug 23, 2005 8:06 am

To use the SRAM clear, hold both L and R, and then turn on your DS. Keep on holding the buttons until you see the message on the top screen asking if you're sure.

jojjy: Sorry about Sam & Max being awkward, I will work on it when I have some time, promise!

#51754 - Mithos - Tue Aug 23, 2005 9:28 am

agentq wrote:
To use the SRAM clear, hold both L and R, and then turn on your DS. Keep on holding the buttons until you see the message on the top screen asking if you're sure.


That worked... Once... I then put games back in list, and tried again.. NOTHING.

Saved a savegame.. tried again, nothing... saved 4 more savepoints (5 in total + ini) just to be sure, then it worked.

more
About Indiana Jones the Fate of Atlantis, anyone been able to play that game longer then getting to the town and trying to climb ladder or fight the securityguard?

#51755 - agentq - Tue Aug 23, 2005 10:01 am

I really don't know why it doesn't work for you. If I hold the keys on startup it works every time. Anyone else have problems?

Still, you shouldn't need to use the SRAM clear feature as you can delete saves from within the game now anyway.

It's only really needed when you reflash a different game onto your cartridge and therefore lose the ability to delete the saves individually.

And if you can't get this feature to work, you can always use your PC to format the SRAM.

#51756 - amiga - Tue Aug 23, 2005 10:12 am

I'm trying Indiana Jones and the fate of atlantis and it crashes on the ladder.
And when I reset the ds and try it again, it always starts after the ladder crashing the scumm so I cannot play. And I have tried holding the keys on startup and it never works.

#51757 - agentq - Tue Aug 23, 2005 10:33 am

When I say hold L + R, you realise I'm referring to the shoulder buttons?

I've done it about 30 times and it always works here. Hold the buttons, then turn your DS on, and wait until the first ScummVM screen appears.

When you say it starts after the ladder, are you restoring a save game? Or is the engine doing it for you for some reason?

#51761 - amiga - Tue Aug 23, 2005 10:56 am

Now I tried it with passme instead of flashme and the shoulder buttons and it worked properly.

And the engine it's doing it without restoring a save game.

Edit: Funny, I tried it with flash me and a ds game and the L+R buttons and it worked properly.


Last edited by amiga on Tue Aug 23, 2005 11:06 am; edited 1 time in total

#51762 - agentq - Tue Aug 23, 2005 11:06 am

Hmm. Maybe you should hold off playing that until I've had a chance to look at the game more carefully. I have been testing with the demo and it seems like I fixed only one issue of many!

#51763 - amiga - Tue Aug 23, 2005 11:09 am

Ok, thank you for your great job anyway.

#51768 - chava - Tue Aug 23, 2005 12:09 pm

Nice work!

holding L+R buttons worked on my flashed DS.

Suggestion: for next releases, please remember to add a way for Inidiana Jones to punch enemies ^^

#51803 - The 9th Sage - Tue Aug 23, 2005 5:11 pm

L and R worked for me as well using FlashMe.

I have to say, this is pretty cool...I can fit around 4 saves (testing with Day of the Tentacle, don't know if compression would vary from game to game) and the saving of the INI is very nice. Stuff runs a good spot smoother also, which is always a good thing. :)
_________________
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#51818 - agentq - Tue Aug 23, 2005 7:30 pm

Well, at least I have one happy customer!

#51832 - chava - Tue Aug 23, 2005 8:44 pm

trust me, you have LOADS of happy customers ;)

#51833 - Mithos - Tue Aug 23, 2005 8:53 pm

chava wrote:
trust me, you have LOADS of happy customers ;)


What chava said, even if some bugs exists. =)

#51846 - audiotheory - Tue Aug 23, 2005 11:07 pm

Mithos wrote:
chava wrote:
trust me, you have LOADS of happy customers ;)


What chava said, even if some bugs exists. =)


I'll third that!!


:theory

#51847 - blazedgoldfish69 - Tue Aug 23, 2005 11:43 pm

Ok, I read the site on how to do all this but some of it isn't very clear. I'm new to all this so can someone please explain exactly how to do this?

I'm pretty good with computers so that won't be a problem.

I know how to do everything up until putting the files on the GBA flash cart. How do I get them on there?

Then what's with the whole wifi-me thing. I have a wireless PCI card but why do i need to use all that if i already have the files on the gba flash cart? What's the point and what exactly do i do.

If anyone can explain all this STEP BY STEP leaving nothing out, that would be great.

#51848 - Mithos - Wed Aug 24, 2005 12:10 am

Been comparing sound in ScummVM DS 0.1 and ScummVM DS 0.2.

The Secret of Monkey Island.

Something is wrong in 0.2. Seems like "background" music is not playing correctly.

Even directly in the intro you can hear that clearly since the music seems to start and then dies off within a second, only a few part of the music seems to be played back.

#51850 - Spaceface - Wed Aug 24, 2005 1:48 am

Are there any instructions on how to play DoTT (full talky CD) or Loom/Monkey Island (CD edition with audio as audiotracks) on ScummVM for the DS?

#51851 - Mithos - Wed Aug 24, 2005 1:57 am

Spaceface wrote:
Are there any instructions on how to play DoTT (full talky CD) or Loom/Monkey Island (CD edition with audio as audiotracks) on ScummVM for the DS?


Not supported yet.

#51852 - youplaboum - Wed Aug 24, 2005 2:11 am

agentq wrote:
# Saves are compressed in SRAM allowing more than one
# Saves don't get lost at random any more
# Engine configuration is saved into SRAM


so there is a way to save our saves on the computer, and restore them later?

i had a complaint with multi-game and folders, but i realised that my problem is only with sub-subfolders :) since you can't really navigate into it.

Spaceface wrote:
Are there any instructions on how to play DoTT (full talky CD) or Loom/Monkey Island (CD edition with audio as audiotracks) on ScummVM for the DS?


I wan't a cartridge that can fit a whole 700Mo CD :(

#51854 - The 9th Sage - Wed Aug 24, 2005 3:18 am

Mithos wrote:
Spaceface wrote:
Are there any instructions on how to play DoTT (full talky CD) or Loom/Monkey Island (CD edition with audio as audiotracks) on ScummVM for the DS?


Not supported yet.


It sounds like he is planning on adding in GBAMP support...I think you'd probably have to wait until then because of the space constraints of a GBA flash cart.
_________________
Now with 20% More Old Man from Zelda 1 than ever before!

#51863 - IxthusTiger - Wed Aug 24, 2005 5:14 am

I'm getting a repeat keypress bug... when i save my game, sometimes the last key will just repeat for the filename... for example ????????? or ......... or 11111111111

#51915 - Chetic - Wed Aug 24, 2005 4:43 pm

Is Zak McCracken, the FM-TOWNS version, supposed to work?

It's in the list when I get to choose which game folder I added, but it complains about MD5 when it tries to start.

[Edit]
Also I've had this problem ever since start;
If I have the wrong combination of games on the cart at the same time, only one of them show up.
IE: With DOTT, Monkey Island 1, Monkey Island 2, Loom and Maniac Mansion, I'd just see DOTT.
Same with Zak plus other games I beleive.

However, with Loom, Maniac Mansion and Monkey Island 1 & 2 I never have problems.
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#51916 - agentq - Wed Aug 24, 2005 5:01 pm

Chetic, it sounds like you didn't put the games in different folders in the zip. Are you sure you did?

I've not found any combination that causes me problems, although since I have a 16Mb flash cart I've been mostly using demos when I've tried multiple games out.

#51917 - Chetic - Wed Aug 24, 2005 5:14 pm

Yeah I put them in folders.

Here's the deal...
It now seems that ANY combination will make only one game show and also not even start.

by the way, you think I could talk to you on an instant messenger?
It'd be alot easier if I could explain it to you directly. It's becoming quite complicated.
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#51918 - agentq - Wed Aug 24, 2005 5:22 pm

Ok, icq 3276705

#51932 - chava - Wed Aug 24, 2005 8:43 pm

Today I finished Day of the tentacle with this 0.2 version.
Everything worked fine! Sometimes there were some slowdowns in sound, but it didn't affect the game.
Saves ok
Graphs ok
Sound (except those slows) ok

Nice work!!!
Thanx for your work

#51939 - look - Wed Aug 24, 2005 9:18 pm

New version is great

Still no save support for the supercard tho
_________________
Flashed NDS+CF supercard
GP32 FLU 144Mhz
_______________________

#51944 - Duodreamer - Wed Aug 24, 2005 9:39 pm

I am definately impressed with this new version of ScummVM DS, it impresses all the guys at the office, they're all old enough to remember all these games when they were new =)

I've had one small problem though. I've played Monkey Island 1 and 2, and neither one has sound at all. Is there some special way to configure sound? I've tried using FlashMe and PassMe, neither one generates sound.

Also, the scaled screen seems to only scale horizontally, not vertically, so some of the control menu looks cut off.

#51946 - chava - Wed Aug 24, 2005 9:43 pm

I think scalling is also vertically, but not full... you can hold L and move control pad up/down to move screen

#51949 - dXtr - Wed Aug 24, 2005 10:11 pm

I really love this! Only questions I have is if you could change the touchscreen test, so that you click when you release the pen from the screen instead of when you touch so you can hover over items? and also... will there be any support for compressed sound in the future?

anyway.. awesome release :)

#51966 - The 9th Sage - Thu Aug 25, 2005 3:55 am

dXtr wrote:
I really love this! Only questions I have is if you could change the touchscreen test, so that you click when you release the pen from the screen instead of when you touch so you can hover over items? and also... will there be any support for compressed sound in the future?

anyway.. awesome release :)


Press up on the Control Pad to activate 'mouse hover' mode. It says it right there on the top screen. :-P
_________________
Now with 20% More Old Man from Zelda 1 than ever before!

#51974 - dXtr - Thu Aug 25, 2005 5:39 am

The 9th Sage wrote:

Press up on the Control Pad to activate 'mouse hover' mode. It says it right there on the top screen. :-P


ops, sorry ;D

#51980 - IxthusTiger - Thu Aug 25, 2005 7:07 am

IxthusTiger wrote:
I'm getting a repeat keypress bug... when i save my game, sometimes the last key will just repeat for the filename... for example ????????? or ......... or 11111111111


I'm also having the weird sound problem with Monkey Island 1 that someone mentioned... soudn was fine in the previous version though.

#51988 - Duodreamer - Thu Aug 25, 2005 10:43 am

Okay, actually I got to playing with Monkey Island 1 and 2... and sound isn't exactly broken.

On Monkey Island 2, sound and music work, but the volume is VERY low.

On Monkey Island 1, sounds work, but music doesn't at all. And the volume is very low too.

#51990 - Veg - Thu Aug 25, 2005 10:52 am

Probably be useful if, in general, you mentioned the versions of the games you're having trouble with.

Monkey Island comes in either EGA, VGA, or CD version, and that's just the PC versions. ScummVM also runs the Amiga version, and Sega CD.

#51993 - agentq - Thu Aug 25, 2005 11:06 am

As to the sound bugs, in Monkey Island 1, the intro tune sounds wrong. I haven't noticed any problems with the rest of the game though.

All other games seem to have no problems, apart from the crackling that happens everywhere. If you get no music, you're probably using non-DOS versions of the game. Only DOS versions have music.

The sound volume is low. You can adjust it using the options menu to be quite a bit louder. The reason it's so quiet is because of the original ScummVM code. I might be able to hack it though.

I know about the key repeat bug. It's annoying, but it doesn't prevent you from saving or loading.

There is no vertical scaling because the text quality gets worse when this is enabled, in certain parts of the screen. This is because the scale is very close to 1. I could still add it as an option if people want it.

There seems to be a problem with deleting files in ZIPs. If you want to change your ZIP file, it's probably best to delete it and rezip all the files again until I work out what the problem is.

I've also found an intermittant bug that makes the holding of L + R on bootup not work. If you have problems, try saving some more games and then try it as it's more likely to work the more saves are on the card.

I also got my GBAMP yesterday! Now all I have to do is find a CF card which it likes, as it doesn't support 64Mb cards like the one I have. :-(

As to saving on the Supercard, if it doesn't save the same way as standard GBA carts, it's not going to work. I don't have a supercard, but if there is enough interest, and a library to make it work, I can have a go at it.

#51996 - Puppet - Thu Aug 25, 2005 11:37 am

agentq wrote:

I also got my GBAMP yesterday! Now all I have to do is find a CF card which it likes, as it doesn't support 64Mb cards like the one I have. :-(


Make sure you get a Type I CF card. I remember reading somewhere that Type II card's don't work for the GBAMP.

#51997 - Mithos - Thu Aug 25, 2005 11:46 am

agentq wrote:
As to the sound bugs, in Monkey Island 1, the intro tune sounds wrong. I haven't noticed any problems with the rest of the game though.

There is no vertical scaling because the text quality gets worse when this is enabled, in certain parts of the screen. This is because the scale is very close to 1. I could still add it as an option if people want it.

I've also found an intermittant bug that makes the holding of L + R on bootup not work. If you have problems, try saving some more games and then try it as it's more likely to work the more saves are on the card.

As to saving on the Supercard, if it doesn't save the same way as standard GBA carts, it's not going to work. I don't have a supercard, but if there is enough interest, and a library to make it work, I can have a go at it.


1. Seems that way for me too when comparing sound on DS vs PC in ScummVM play.

2. Isn't Scummgames in 320x200, thus a 8 line scale/removal of 200 down to 192 should not make a huge effect?

3. Yeah, thats the way I have to do it sometimes.

4. Supercard save to SRAM as normal carts, and/or you can choose, with buttonpressing (if game is patched with supercard software) to save the SRAM down to SD/CF-card.


Last edited by Mithos on Thu Aug 25, 2005 11:57 am; edited 1 time in total

#51998 - tepples - Thu Aug 25, 2005 11:50 am

Mithos wrote:
2. Isn't Scummgames in 320x200, thus a 8 line scale/removal of 200 down to 192 should not make a huge effect?

Scaling at a ratio close to 1 sometimes has more annoying artifacts than scaling at a larger ratio. In addition, PocketNES style flicker scaling really only works in one direction at once (horizontal or vertical).
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#52006 - Spookey - Thu Aug 25, 2005 1:43 pm

I am running this on a SD Supercard, and as i said in post earlier i even got the Indiana Jones Atlantis talkie version going with some speech in the beginning of the game.

It crash at some ingame movie, if that is skipped it continues as normal but the speech will not work.

So some support to actually save the ingame files down to the SD/CF card would help to archive the gamesaves.

I dont know how to backup the sram saves to the PC before playing a new game.

#52010 - agentq - Thu Aug 25, 2005 2:35 pm

As far as I know, no talkie SCUMM games fit into 32Mb, so you won't be playing the talkie version. I think some of the floppy versions had speech int the intro though, didn't they? I think DOTT did, at least.

If anyone could point me towards code to do the SD/CF saving on Supercard I'll look at it, but as I haven't got one testing it is going to be difficult.

I've already noticed the indy intro movie crash, that one is fixed in the next version.

#52012 - Chetic - Thu Aug 25, 2005 2:50 pm

I don't mean to go all tepples on you but how about alpha lerp?

nesDS shows it's greatness quite well, I'm sure it'd work well if you have the CPU time left (which I doubt though :\)
_________________
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GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#52013 - Spookey - Thu Aug 25, 2005 2:51 pm

I fired up Atlantis floppy on the ScummVM PC, there was no speech in that.

I'll check both on the DS and see if theres speech on the floppy version when played on the DS. Well as soon as my daughter will let go of the DS =)

The convertet file took about 160megabytes for the talkie. I am using a 512megabyte SD card. Took awhile to load it =)

#52014 - tepples - Thu Aug 25, 2005 3:08 pm

Chetic wrote:
I don't mean to go all tepples on you but how about alpha lerp?

You need two layers for that.
_________________
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#52015 - Mithos - Thu Aug 25, 2005 3:13 pm

Spookey wrote:
I fired up Atlantis floppy on the ScummVM PC, there was no speech in that.

The convertet file took about 160megabytes for the talkie.


My version of Indiana Jones: Fate of Atlantis (speech/talkie) only take about 65 Megabytes when converted the MONSTER.SOU file to a monster.so3.

ATLANTIS.000 - 11,7 kB
ATLANTIS.001 - 9,36 MB
MONSTER.SO3 - 55,2 MB (MONSTER.SOU - 142 MB)

#52016 - agentq - Thu Aug 25, 2005 3:29 pm

GBA roms have a limit of 32Mb, you won't be able to use anything larger than that until GBAMP support exists.

#52019 - Spookey - Thu Aug 25, 2005 3:55 pm

Checked on DS, floppy version has no speech. I managed to get some speech by loading the talkie version.

How was that possible to get it to play some speech when it isn't supported/shouldnotwork?

Just curious =)

#52020 - Mithos - Thu Aug 25, 2005 3:59 pm

tepples wrote:
Mithos wrote:
2. Isn't Scummgames in 320x200, thus a 8 line scale/removal of 200 down to 192 should not make a huge effect?

Scaling at a ratio close to 1 sometimes has more annoying artifacts than scaling at a larger ratio. In addition, PocketNES style flicker scaling really only works in one direction at once (horizontal or vertical).


What about changing the engine or the graphics inside the game?

All backdrops/imagery in the scummgames are 144pixels high (to that add the inventory 56pixels)

Could one edit those backdrops/imagerys to be 136pixels, and then put it back in the game?

Or make the image 136pixels high with a 8pixel blackbar at the top and then make sure that textoutputs dont get placed in the upper 8 pixelrows?


Then any vertical scaling should not be needed...

#52029 - The 9th Sage - Thu Aug 25, 2005 5:29 pm

Spookey wrote:
Checked on DS, floppy version has no speech. I managed to get some speech by loading the talkie version.

How was that possible to get it to play some speech when it isn't supported/shouldnotwork?

Just curious =)


I don't think anyone said that they WOULD NOT be playable (just try the demos for the talkie games...they work fine), just that the size constraints of the GBA flash cart (and the fact that really most DS homebrew is only limited to 32 megs of that flashcart) would keep you from having the entire sound file and the game data on there at once without problems. You should have all of the code of the game, but probably only some of the monster sound file, which would indicate to me evetually you're going to run into a stumbling block and ScummVM isn't going to be able to load sound effects or something, and the game will probably still play it'll just be angry at you since it can't find the sound file. :P
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#52032 - Spookey - Thu Aug 25, 2005 6:12 pm

Okay, i get it.

Sorry if im sounding stupid, i got the DS 3 weeks ago. So im trying to learn all the new homemade stuff you can do with it.

#52038 - tepples - Thu Aug 25, 2005 7:22 pm

The 9th Sage wrote:
just that the size constraints of the GBA flash cart (and the fact that really most DS homebrew is only limited to 32 megs of that flashcart) would keep you from having the entire sound file and the game data on there at once without problems.

GBA Movie Player anyone?
_________________
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-- I think he moved to Tilwick.

#52041 - Duodreamer - Thu Aug 25, 2005 8:04 pm

AgentQ, if you could hack the volume up just a bit, it would be nice. I'd like to be able to hear the game with all the volumes on full, and the DS volume on full. Right now, its barely normal at full volume.

My version of Monkey Island 1& 2 is from the Windows95 CD, but they're detected as DOS games in ScummVM. I'm guessing its the DOS data files with a generic Windows Scumm VM.

Oh yeah, before I forget... Save Slots. When you SAVE, you get slots 1..xx. When you LOAD, you get slots 0..xx. oops?

#52044 - The 9th Sage - Thu Aug 25, 2005 9:44 pm

tepples wrote:
The 9th Sage wrote:
just that the size constraints of the GBA flash cart (and the fact that really most DS homebrew is only limited to 32 megs of that flashcart) would keep you from having the entire sound file and the game data on there at once without problems.

GBA Movie Player anyone?


Well, sure, but you can't just wave a wand and magically there is GBAMP support. I'm sure it'll take time before something like that is supported.
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#52082 - Empyrean - Fri Aug 26, 2005 6:28 am

Quote:
Well, sure, but you can't just wave a wand and magically there is GBAMP support.


I tried that once to try and add money to my wallet to afford the GBA Movie Player v.3


...didn't work out so well.
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#52137 - The 9th Sage - Sat Aug 27, 2005 3:35 am

Empyrean wrote:


I tried that once to try and add money to my wallet to afford the GBA Movie Player v.3


...didn't work out so well.


I think we've all tried this. ;)
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#52149 - trixik - Sat Aug 27, 2005 11:36 am

just wanted to tell that someone in the supercard-forums figured out how to save with the supercard.

Quote:
1. I loaded a small 4mb games called Ninja 5-0 on my SC and let it create a savegame file.
2. Play the ScummVM game in NDS mode and then save your gamestate when you are ready to quit.
3. Do a Quick Power Cycle but boot back into GBA mode. Use the menu to manually save the SC SRAM to the GBA game"s save file (I used Ninja cause its small and loads fast). Now you have acutally captured your SC SRAM with the ScummVM save data to your SC.
Now to reload this save game:
1. Boot to GBA mode and load the GBA game that you tied your ScummVM save to. Use the manual method and load your Game Save. Immediatley QPC but boot into NDS mode this time (this will be tricky if you aren"t using flahsme because it will be hard to insert your passme and all that in the time alloted for a QPC). Now launch the ScummVM emulator again and bam your Save gamestate is back in the SC Sram and you can resume your Scumm game right were you left off.
This is kind of cumbersome but hey it lets you play ScummVM and save and resume so what more could you ask for. Try it it works. SC ROCKS!!!!!! The ScummVM dev is working on getting larger Scumm games to work so before long we will have the talkie games working with speach and all.....woot.


works great :)

#52162 - Bodom - Sat Aug 27, 2005 8:16 pm

Very great job AgentQ!

My dream came to reality thanks to you :)!


By the way I'd like to put a little request :

Could this be possible to simulate left & right mouse buttons with B & A buttons? In fact it's rather hard to select answers in games like Monkey 2, or pick up small items. This way we could browse the screen with stylus, and simply press B or A when the cursor is at the good place. It would be a lot easier to play, in my opinion, cause it's sometimes hard to point directly the good place (for example the knife in the boat's kitchen at the beginning of monkey 2).


Nevertheless, very great job!


Sorry if my english is bad, I'm french ^^.

#52175 - Chetic - Sat Aug 27, 2005 11:34 pm

You know, agentq, I hate to brake this to you but...
I'm still loosing saves.

I'm glad I had to leave yesterday cause otherwise I would've played loom for hours and then just loose the save, heh.
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GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#52178 - IxthusTiger - Sun Aug 28, 2005 12:33 am

Bodom wrote:
Very great job AgentQ!

My dream came to reality thanks to you :)!


By the way I'd like to put a little request :

Could this be possible to simulate left & right mouse buttons with B & A buttons? In fact it's rather hard to select answers in games like Monkey 2, or pick up small items. This way we could browse the screen with stylus, and simply press B or A when the cursor is at the good place. It would be a lot easier to play, in my opinion, cause it's sometimes hard to point directly the good place (for example the knife in the boat's kitchen at the beginning of monkey 2).

Nevertheless, very great job!

Sorry if my english is bad, I'm french ^^.


Hmm, I agree. This would be a nice feature to add to the UP command. I like how it is now, but if we could click with a and b when the mouse is in hover mode, that would be awesome.

#52179 - agentq - Sun Aug 28, 2005 12:55 am

Chetic: Have you got some way of repeating the save game loss? Because I haven't lost a single game since v0.2. Are you losing single games or the whole lot?

Duodreamer: The save slot numbering is meant to be like that. When you're loading, an extra save slot 0 appears, which is the one that ScummVM autosaves to. My version doesn't autosave yet though. The number of your save game remains the same.

trixik: If someone can point me to some code or a register list for the supercard, I can make it save to the CF without all this messing around. I haven't been able to find anything about it myself.

Mithos: Updating the graphics in the game is not really an option. There are no tools to extract the images from the archives, or put them back in again, and what about moving all the hotspots around to match? Not really an option.

#52188 - R4p70r - Sun Aug 28, 2005 4:42 am

Does the current binary version supports adventuresoft games? ScummVM on Windows works fine with my floppy version of Simon the Sorcerer but on the DS I only get "ScummVM could not find any game in the specified directory!"

Edit:
It doesn't work with anything else actually.

ReEdit:
The Secret of Monkey Island (16 colour demo) works fine.

#52196 - Bodom - Sun Aug 28, 2005 9:42 am

ScummVM DS only works with Lucas Art games, as it has been said several times in this topic.

#52246 - Chetic - Sun Aug 28, 2005 6:10 pm

agentq, it seems like it might have been my battery.

I'll tell you if I loose the save again.
_________________
Packin':
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1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#52247 - Mithos - Sun Aug 28, 2005 7:01 pm

agentq wrote:
Updating the graphics in the game is not really an option. There are no tools to extract the images from the archives, or put them back in again, and what about moving all the hotspots around to match? Not really an option.


Extraction and putting back graphics is really no problem, however.. the programing the scripts etc "hotspots" for the touchingpart might be hard to do.

Nevermind the post I did, was tired when writing them, just thinking out loud really.

#52315 - Elrinth - Mon Aug 29, 2005 5:22 pm

I tried out Day of the Tentacle with ScummVM DS and it was AWESOME hearing them talking in the intro! ;)
Too bad there's a framerateproblem alittle here and there. Are you going to work on optimizing the engine any further?

My god I have to get a GBAMP if it'll support for the full talkie! ;)

#52316 - agentq - Mon Aug 29, 2005 5:33 pm

Yes. I have rewritten the main blitting routine in assembler for the next release, and it makes everything feel a bit snappier, espeicially when there's a lot moving on screen (like scrolling).

Also, if you try DOTT without the music you will notice a huge speed up. Just choose 'Edit game' from the front end, on the audio tab, check 'Override global audio settings' and choose 'No music' in the music driver drop-down.

#52325 - NoMis - Mon Aug 29, 2005 7:25 pm

I tried Indy 4. It runs very well on my XG2 Turbo but I still have trouble with savegames. As long as I don't turn of I can save and load but when I restart my DS and start Indy 4 it just hangs. It seems to read the scummvm.ini though since the Indy 4 is already in the list at restart. Does anyone experience similiar problems?

EDIT: I now tried Monkey Island 2 as well and that works flawlessly.

NoMis
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#52349 - agentq - Mon Aug 29, 2005 10:39 pm

Indy 4 has major problems in v0.2 which will be fixed for the next version. I suggest you play Monkey Island 2 for now! (It's such a great game)

#52370 - IxthusTiger - Tue Aug 30, 2005 7:21 am

Did you figure out what went wrong with the sound on Monkey Island 1? 0.1 was fine, then 0.2 is weird.

#52376 - Megaman X - Tue Aug 30, 2005 10:29 am

this project is so cool...so good work!

#52421 - agentq - Tue Aug 30, 2005 7:57 pm

I've not been able to find out why the music in the Monkey Island 1 intro sounds wrong. Looking at it this evening, it seems to be affected by the compiler optimisation level. Using -O1 it sounds almost right, while on -O2 the notes cut out very early.

This seems to point to an odd bug in the compiler or the way it compiles that particular file.

It's not going to be a quick fix, I'm afraid.

#52423 - IxthusTiger - Tue Aug 30, 2005 8:30 pm

agentq wrote:


It's not going to be a quick fix, I'm afraid.


Oh well, no big deal. There's probably bigger fish to fry :)

#52427 - hoagie - Tue Aug 30, 2005 9:38 pm

im just gonna finish monkey island before i upgrade to v.2

#52455 - sigfpe - Wed Aug 31, 2005 1:53 am

I've read the documentation but I can't figure out exactly how to make ScummVM work with GBAmp. (I know how to make it work with regular PC ScummVM and on a PSP...) Exactly what files to I need to place on the CF card and what do they need to be named? Should it be possible to run The Dig now or should I await further development on ScummVM DS?

Thanks all,
SIGFPE

#52458 - deltro - Wed Aug 31, 2005 2:00 am

sigfpe wrote:
I've read the documentation but I can't figure out exactly how to make ScummVM work with GBAmp. (I know how to make it work with regular PC ScummVM and on a PSP...) Exactly what files to I need to place on the CF card and what do they need to be named? Should it be possible to run The Dig now or should I await further development on ScummVM DS?

Thanks all,
SIGFPE
As-is, no, the files won't run through GBAMP, or WMB, purely due to ram limitations (and lack of a GBAMP file system driver).

#52466 - sigfpe - Wed Aug 31, 2005 3:10 am

Quote:
As-is, no, the files won't run through GBAMP, or WMB, purely due to ram limitations (and lack of a GBAMP file system driver).

I guess I didn't ask my question clearly enough. Do you mean ScummVM won't work with GBAmp or The Dig won't work with ScummVM on GBAmp?

#52468 - tepples - Wed Aug 31, 2005 3:17 am

Currently, ScummVM for Nintendo DS can run a game from the 4 MB of main RAM or from 32 MB GBA ROM. ScummVM itself needs 2 MB of RAM, leaving only 2 MB free for the game being emulated if you're using the .nds version or 30 MB free for the game if you're using the ds.gba version. A future version of ScummVM for Nintendo DS could load the game from a CF card inserted into a GBA Movie Player, but that feature has no ETA.
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#52473 - deltro - Wed Aug 31, 2005 4:30 am

sigfpe wrote:
Quote:
As-is, no, the files won't run through GBAMP, or WMB, purely due to ram limitations (and lack of a GBAMP file system driver).

I guess I didn't ask my question clearly enough. Do you mean ScummVM won't work with GBAmp or The Dig won't work with ScummVM on GBAmp?
Both.

#52795 - IxthusTiger - Sat Sep 03, 2005 8:48 am

Is there a version of Fate of Atlantis that's 32MB or smaller? My version is like 67MB.

#52797 - Mithos - Sat Sep 03, 2005 10:25 am

IxthusTiger wrote:
Is there a version of Fate of Atlantis that's 32MB or smaller? My version is like 67MB.


Yes the NON talkie version... It's like 9-10 MB

#52817 - Alex Atkin UK - Sat Sep 03, 2005 4:02 pm

Im curious, is the 32MB limit in the DS firmware? Thats a real shame as there are flash carts up to 128MB in size these days.

:sigh: Why did Nintendo have to be so tight on the RAM. :-(
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#52827 - tepples - Sat Sep 03, 2005 4:44 pm

Alex Atkin UK wrote:
Im curious, is the 32MB limit in the DS firmware?

It's an inherent limitation in the GBA cart bus. There is a 24-bit address bus and a 16-bit data bus; 16 bits << 24 == 256 Mbits. The GBA flash carts with more than 256 Mbit (32 MiB) have proprietary bankswitch registers that vary from make and model to make and model and even on one make and model aren't always easy to figure out.
_________________
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-- Who?
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#52829 - kushana - Sat Sep 03, 2005 6:03 pm

what is your relation with the main scummvm project? is it possible that the nds version will be an officiall port?

#52853 - agentq - Sun Sep 04, 2005 12:12 am

I have had nothing to do with the ScummVM project before I make the DS version. The amount of changes I've made to the ScummVM source will make it difficult to merge into the main source tree. But it still could be done.

As to the 32Mb limit, this wasn't a bad choice on Nintendo's part. No GBA cart went over that limit over the GBA's lifetime so far. Even if they did, Nintendo could include mapper chips like the NES and GB had, which could make a potentially limitless amount of ROM available.

I probably could implement mapping code which would allow people with larger flash cards to use the whole capacity if there were a few makes of card which were popular and could be reverse engineered.

If not, there's always GBAMP.

#52861 - The 9th Sage - Sun Sep 04, 2005 3:02 am

agentq wrote:

I probably could implement mapping code which would allow people with larger flash cards to use the whole capacity if there were a few makes of card which were popular and could be reverse engineered.


You may want to talk to Sasq if you want some information on things like that (although the code would be GBA code). I seem to remember seeing some WIP code for PogoShell supporting quite a few different flashcarts here or you could try the main PogoShell site.
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#52870 - amiga - Sun Sep 04, 2005 9:21 am

A version for supercard would be great.
Especially for sd cards because they are gonna be very popular (supercard, m3, mk). I guess they are gonna be different but I think fhe file system would be similar.

The topic continues here.