#52954 - agentq - Sun Sep 04, 2005 11:55 pm
You can now download version 0.3 of ScummVM DS from my site.
Thanks to Zhevon for contributing the Sam & Max cursor code.
http://scummvm.drunkencoders.com
Changes in this version:
* Full GBA Movie Player support, including save/load. This means full talkie games are playable!
* Rewritten blit operations in assembler, causing a speed increase.
* Fixed crashes in Indiana Jones and the Fate of Atlantis
* Added Indiana Jones fight mode. Use the options menu to enable it.
* Fixes SRAM clear keypress sometimes not being detected
* Prevented temporary saves from being saved to SRAM on flash cart version.
* Added alternative controls for Sam and Max. Cursor is displayed on the top screen, and D-pad right switches modes.
As usual, let me know if anything is broken
#52957 - IxthusTiger - Mon Sep 05, 2005 12:55 am
Is this the complete list of talkie games?
Indiana Jones and the Fate of Atlantis
Day of the Tentacle
Sam & Max Hit the Road
EDIT: Does anyone know if this works with the Multiboot by Mighty Max?
#52960 - Mithos - Mon Sep 05, 2005 1:11 am
agentq wrote: |
* Full GBA Movie Player support, including save/load. This means full talkie games are playable! |
Someone please test if its Supercard CF/SD compatible.
#52967 - The 9th Sage - Mon Sep 05, 2005 3:43 am
agentq wrote: |
You can now download version 0.3 of ScummVM DS from my site. |
*reads the feature list* I almost spit my drink all over my monitor. :) Now I can play Day of the Tentacle with full voices. Nice. :)
*edit*
Ah, it would seem it will only save games to the root directory of the CF card though...is it supposed to save to the folder you input? Ah well though, no biggie. :)
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Last edited by The 9th Sage on Mon Sep 05, 2005 4:20 am; edited 1 time in total
#52971 - Habeeb1000 - Mon Sep 05, 2005 4:08 am
I've been anxiously awaiting this day. Feels like Christmas or something. Thanks to agentq and all the homebrew devs who made this possible. Also, this seems to be compatable with Mighty Max's Multiboot loader as well.
#52972 - The 9th Sage - Mon Sep 05, 2005 4:58 am
Habeeb1000 wrote: |
I've been anxiously awaiting this day. Feels like Christmas or something. Thanks to agentq and all the homebrew devs who made this possible. Also, this seems to be compatable with Mighty Max's Multiboot loader as well. |
I was just gonna say that...it's awesome, with MoonShell, NesDS, and now GBAMP support in ScummVMDS, my GBAMP is suddenly becoming pretty versatile. :)
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#52973 - Duodreamer - Mon Sep 05, 2005 6:03 am
Great job AgentQ! I jumped to break out all my scumm games with audio files. =)
btw,the Source Code link on your webpage doesn't work.
#52978 - Dwedit - Mon Sep 05, 2005 7:57 am
The performance with Day of the Tentacle on a GBAMP is terrible. Lots of music stuttering before it plays a voice. The intro with purple tentacle loses its flow from the slow loading.
The filesystem code should be changed to run in the background somehow.
I personally think Adlib support should be abandoned, since it's a huge CPU hog. It needs its own sound engine that uses the DS's built in sound channels.
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#52980 - agentq - Mon Sep 05, 2005 8:16 am
Source code link fixed.
Yep, talkie games with music are very slow. Loading from CF ususally cases the sound to stutter because it's quite a long blocking load. It couldn't run in the background because ScummVM needs the full sample at once. :-(
If someone wants to write a nice sampled music driver with a GM sample set it would be incredibly handy for use with ScummVM. Problems is, there's not really the RAM left for the samples.
I've not done anything for the Supercard, as I still have no info on it.
By the way, Full Throttle and The Dig won't work. They take too much RAM and so I stripped their engines out to save memory for other games.
And your savegames will be compatible from v0.2 but not from v0.1. But you probably guessed that!
#52981 - Duodreamer - Mon Sep 05, 2005 8:30 am
Hey AgentQ, do you think you could add in sleep support on lid close? There are times I'd love to have that feature.
Also, the DOTT demo with speech is slow on a EFA Flash card too. I don't think its just a GBAMP CF thing.
DOH! I was playing through Monkey Island 1 and I completed the first three parts, and on the intro screen for the "Last Part - Guybrush kicks butt", it just sticks at that screen. Neither buttons nor stylus have any effect, but ScummVM is still running, I can switch mouse buttons, load and save, etc. There isn't any error message on the top screen.
#52996 - falcon!!! - Mon Sep 05, 2005 11:44 am
please someone explain me how argentq managed to make GBAMP run monkey island 3 O.o
If a 800 MB game runs, why shoudn't heretic do the same??
#52998 - Duodreamer - Mon Sep 05, 2005 11:49 am
falcon!!! wrote: |
If a 800 MB game runs, why shoudn't heretic do the same?? |
Well... they are completely different programs written by two different people.
#52999 - falcon!!! - Mon Sep 05, 2005 12:01 pm
yes but how can monkey island run if gbamp has no ram?? It uses nds ram, right?
ANd so why doesnt heretic do the same?
#53001 - joostp - Mon Sep 05, 2005 12:12 pm
Duodreamer wrote: |
DOH! I was playing through Monkey Island 1 and I completed the first three parts, and on the intro screen for the "Last Part - Guybrush kicks butt", it just sticks at that screen. Neither buttons nor stylus have any effect, but ScummVM is still running, I can switch mouse buttons, load and save, etc. There isn't any error message on the top screen. |
This is because the final chapter screen waits for the music (CDDA/mp3) to finish, which never happens due to a bug in the backend.
agentq, OSystem_DS::openCD() and OSystem_DS::pollCD() should both return false.
Last edited by joostp on Mon Sep 05, 2005 12:22 pm; edited 1 time in total
#53002 - joostp - Mon Sep 05, 2005 12:13 pm
falcon!!! wrote: |
please someone explain me how argentq managed to make GBAMP run monkey island 3 O.o
If a 800 MB game runs, why shoudn't heretic do the same?? |
The answer is simple; it doesn't run.
#53003 - El Hobito - Mon Sep 05, 2005 12:26 pm
because the current version of heretic loads the whole game into memory which cannot be done with only < 4 megs that is available to the gbamp. flash carts/supercard/m3 have effectively 36megs. The 800 megs game your refering to loads the assets when they are required so it doesnt need 800megs of memory
#53004 - agentq - Mon Sep 05, 2005 12:32 pm
Thanks for the fix joostp, I'll put that in.
Nope, Monkey Island 3 will not run for many reasons - it uses too much RAM, would probably be too slow on the 67Mhz CPU, and runs at 640x480, which would look awful scaled down to 256x192, no matter how good the scaling was.
Although, Sam & Max talkie version does work, and is ~150Mb. It's quite easy to guess why it can work with only 4Mb of RAM - only the current location's data and the current sentance of speech are ever in RAM at once. This is easy to do for ScummVM because it's already written to do that. Heretic would probably need most or all of the data for a level loaded, which could end up being quite a lot.
Although I remember Doom engine games having some sort of caching that allowed data to be loaded as the player ran around the level.
#53005 - falcon!!! - Mon Sep 05, 2005 12:33 pm
so this game load less then 4MB ram per time?
Ah, Monkey 3 doesnt work, ok^^
Is there a list of working gmaes?
#53006 - agentq - Mon Sep 05, 2005 12:36 pm
Much less. After the binary is loaded there's about 1800Kb free for data. Everything up to and including Sam & Max works fine with that amount of RAM.
No list of games yet, but everything using SCUMM v6 or earlier should work.
#53030 - Dannon - Mon Sep 05, 2005 5:17 pm
I have tried so far on the GBAMP:
Indiana Jones and Fate Of Atlantis - talkie version
Indiana Jones and the Last Crusade
Maniac Mansion
DOTT - talkie version
Monkey Island 2 - Is there a talkie version?
Sam & Max - talkie version
I need to get a copy of Monkey Island 1 from somewhere?
Also, I have heard that BASS is a good game, what does that game use that means it won't work?
#53031 - NoMis - Mon Sep 05, 2005 5:30 pm
There is no talkie version of MI 2 afaik
The games that had a talkie version that I know of:
Indiy 4
DOTT
LOOM
Sam & Max
U may look at Ebay for a copy of Monkey Island 1.
NoMis
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#53032 - agentq - Mon Sep 05, 2005 5:36 pm
BASS uses a different engine that has not yet been ported. It shouldn't be too much trouble to get it working though. As the code size is already huge, this will have to be supprted in a separate build of ScummVM DS to the current one.
A third engine is needed to support Simon the Sorceror 1 and 2.
#53038 - Dannon - Mon Sep 05, 2005 6:43 pm
Does the save game paths work? I am trying to have my saves in a set directory but they always seem to be in the root of the card even if I chnage the directory used
#53039 - falcon!!! - Mon Sep 05, 2005 6:47 pm
yes. my save states are always in the root directory, as you say.
THe important thing is that they are, dont'u think^^?
#53062 - Bertie - Mon Sep 05, 2005 9:21 pm
NoMis wrote: |
There is no talkie version of MI 2 afaik
The games that had a talkie version that I know of:
Indiy 4
DOTT
LOOM
Sam & Max
U may look at Ebay for a copy of Monkey Island 1.
NoMis |
There was a talkie version of Loom???
#53066 - Veg - Mon Sep 05, 2005 9:47 pm
There was. A good site to see the various versions of the Lucasarts games is: http://lucasarts.vintagegaming.org/.
Hmm... I'm seriously thinking about getting one of these GBAMP things...
#53067 - Dannon - Mon Sep 05, 2005 9:51 pm
Though I know this is not possible without a full on conversion, but how good would a new version of Grim Fandango be?
#53069 - falcon!!! - Mon Sep 05, 2005 9:59 pm
also supercard are supported
#53073 - Duodreamer - Mon Sep 05, 2005 10:10 pm
joostp wrote: |
This is because the final chapter screen waits for the music (CDDA/mp3) to finish, which never happens due to a bug in the backend.
agentq, OSystem_DS::openCD() and OSystem_DS::pollCD() should both return false. |
Thanks for the solution joostp! =)
#53093 - tuLL - Tue Sep 06, 2005 1:42 am
agentq
Don't know if this is useful in any way but I'm using Sam & Max a 190 megabyte talkie version on the GBAMP with Mighty Max's multiboot and it runs really swell, with some slowdowns, but nothing much. But (hoping you know the game:|) when I go to talk to the fishing oldman it goes wild, everything freezes and the upper screen is looping some error message of something not present:\ Can't really read.
But if I talk to him with another "sentence" it will not crash.
Another thing funny is the Menu on that part. If I try to go to the menu and save or load it will freeze.
Hope it helps:\
Oh. I'm guessing the targeting of the pen is calculated for the non-resized matrix of the game, because it works fine, with accuracy, when the screen is not resized, and kind of misses when it is resized. I notice this especially on the ScummVM menus. Or maybe its the possibility of moving the screen up and down that is offcentering the pen target.
Hope this helps in anyway:|
It created a "samnmax.c26" file. Is it a debug file? If so I'll send it to you. If not, what is it? :)
Thank you so much for this port:)
#53098 - tenchir - Tue Sep 06, 2005 2:31 am
falcon!!! wrote: |
also supercard are supported |
So it will work with games greater than 32MB?
#53099 - tuLL - Tue Sep 06, 2005 2:35 am
tenchir wrote: |
falcon!!! wrote: | also supercard are supported |
So it will work with games greater than 32MB? |
With the GBAMP? I'm playing Sam & Max 190 megabyte and it runs perfectly:) With some slowdowns, but the the game is slow by nature:)
#53110 - Dwedit - Tue Sep 06, 2005 5:22 am
GBAMP is not a supercard :)
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#53116 - $CyBeRwIz$ - Tue Sep 06, 2005 6:42 am
Dannon wrote: |
Though I know this is not possible without a full on conversion, but how good would a new version of Grim Fandango be? |
Great. However Residual (The engine by the ScummVM team which attempts to run GrimE engines) is still in it's early stages.
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#53119 - Dannon - Tue Sep 06, 2005 7:33 am
I am aware that this Grim Fandango is in a completely different league to the other games, there are textures and models and lots of other things to worry about, I just remember it being a good game, well, as much as I played of it
#53127 - falcon!!! - Tue Sep 06, 2005 8:31 am
I only said that it works on supercard too, because if you have nor a gbamp nor a supercard, you can choose well (both work)
#53129 - Spookey - Tue Sep 06, 2005 8:55 am
Talkies, do NOT work on the supercard. Even if you got a 1gig SD/CF card in it.
It is not supported beyond 30megabytes.
#53130 - falcon!!! - Tue Sep 06, 2005 8:57 am
have u got a proof?
Do you have a supercard?
Perhaps is onnly you.
#53133 - buZz_ - Tue Sep 06, 2005 9:15 am
Hey
It seems my compressed talkies arent working from gbamp?
Is MP3/OGG support planned?
#53135 - falcon!!! - Tue Sep 06, 2005 9:20 am
you must not compress them
You only have to put the files in a folder, and then select it from scummvm :)
#53136 - Spookey - Tue Sep 06, 2005 9:21 am
Proof?
I have a Supercard and the developer has said himself that games over 30mb is not supported on the Supercard.
Check the posts from agentq.
#53137 - falcon!!! - Tue Sep 06, 2005 9:23 am
well, what game is more than 30 MB??
#53138 - Spookey - Tue Sep 06, 2005 9:27 am
I thought we were talking about talkie versions of these games.....
Talkies=over 30mb
#53139 - falcon!!! - Tue Sep 06, 2005 9:35 am
talkies mean with full speech?
Do they have subtitles for different languages?
#53140 - agentq - Tue Sep 06, 2005 9:37 am
tuLL,
I know exactly the part you mean. That bit is the heaviest part of the game I've seen, memory wise, because of the helicopter animation when it swoops down to get the fish. To get past that bit, go to the map screen, save your game, then turn off your DS and load your game. Now go to the World of Fish and talk to the fishing man and you should be able to get past that section.
I'll try to squeeze the code a bit more for the next release but I have a feeling that bit may still be a problem!
And just to clarify - the Supercard will only support games less than 30Mb. Only the GBAMP supports talkies.
#53141 - Spookey - Tue Sep 06, 2005 9:39 am
Full speech yes. Subtitles in english on my copy. Might be other languages available.
#53149 - tuLL - Tue Sep 06, 2005 11:53 am
agentq wrote: |
tuLL,
I know exactly the part you mean. That bit is the heaviest part of the game I've seen, memory wise, because of the helicopter animation when it swoops down to get the fish. To get past that bit, go to the map screen, save your game, then turn off your DS and load your game. Now go to the World of Fish and talk to the fishing man and you should be able to get past that section.
I'll try to squeeze the code a bit more for the next release but I have a feeling that bit may still be a problem! |
Yes I manage to get thru if I start speaking to the oldman and leave the dialog right away and then go talk to him again.
If I say the "Boo!" dialog without that trick it jams. But I'm thru now:) With a bucket full of fish.
Thanks!:)
#53155 - chishm - Tue Sep 06, 2005 1:11 pm
Thanks for the GBAMP version, I must say it is great!
I have been playing Monkey Island, first time in years. Only problem is, everyone I have asked so far hasn't heard of it! Oh well...
You may want to consider putting save files in a folder. The root dir can only hold so many files on FAT16 disks.
#53183 - Dannon - Tue Sep 06, 2005 5:08 pm
That keeps happening to me, I have showed a few people at work but they don't know what Monkey Island is nevermind any of the other games like LOOM or DOTT, I showed one guy who replied with "huh? I'm suprised you've not got a PSP yet"
#53184 - agentq - Tue Sep 06, 2005 5:18 pm
People at work know I'll never get a PSP. Most of them have heard of Monkey Island though.
I'll add save folder support in the next version
#53187 - Dannon - Tue Sep 06, 2005 5:27 pm
I've no issue with the PSP, but unless something comes out that makes it worth getting then I will do without one.
Thanks in advance for the save folder revision, it'll just neaten up by CF card.
#53188 - joostp - Tue Sep 06, 2005 5:45 pm
Dannon wrote: |
I've no issue with the PSP, but unless something comes out that makes it worth getting then I will do without one. |
Isn't ScummVM reason enough? ;)
#53189 - NoMis - Tue Sep 06, 2005 6:07 pm
Why should someone buy a psp for scummvm when the DS is a lot cheaper and comes with a touchscreen that is ideal for these type of games.
NoMis
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#53204 - Duodreamer - Tue Sep 06, 2005 7:38 pm
chishm wrote: |
You may want to consider putting save files in a folder. The root dir can only hold so many files on FAT16 disks. |
512 files. Thats still a lot.
#53205 - joostp - Tue Sep 06, 2005 7:40 pm
NoMis wrote: |
Why should someone buy a psp for scummvm when the DS is a lot cheaper and comes with a touchscreen that is ideal for these type of games. |
This was mostly meant as a joke. Obviously I'm aware of ScummVM on the DS and I don't intend to PSP-troll a GBA/DS board.
However, the major difference between the PSP and DS version (that you forgot to mention) is that the former is full-featured, while the latter never will be due to hardware restrictions.
Although ofcourse the DS has the stylus/touch-screen advantage.
agentq is doing amazing work on the DS port, but it's highly unlikely to ever run games like Full Throttle, The Dig, Curse of Monkey Island, Broken Sword 1 & 2, etc.
And even though games like Simon the Sorcerer, Gobliiins and Beneath a Steel Sky should run on the DS, you'd need a seperate build for that.
So indeed, if you don't care about the above-mentioned shortcomings and/or prefer stylus/touch-screen, then a DS will do perfectly fine.
#53215 - buZz_ - Tue Sep 06, 2005 8:29 pm
falcon!!! wrote: |
you must not compress them
You only have to put the files in a folder, and then select it from scummvm :) |
scummvm supports compressing the monster.sou into mp3 and ogg variants
it seems agentq didnt port that part of scummvm to ds , such a shame :(
i'll take a look at his source later
Last edited by buZz_ on Wed Sep 07, 2005 1:03 am; edited 1 time in total
#53231 - agentq - Tue Sep 06, 2005 10:09 pm
I must mention the great port of Broken Sword 1 Revolution did to the GBA. This might interest people here who want to play that game, as it's unlikely it will be supported by ScummVM DS.
BTW, how does ScummVM on the PSP cope with running 640x480 games on a 480x272 screen? Does it still look ok?
I would love to run Full Throttle and The Dig, as I loved those games. Sadly I don't think it will happen though.
On the other hand using a multiloader, it shouldn't matter that much that there will need to be separate builds for the other engines.
Personally, I think the touch screen input is vastly preferable to a d-pad and makes up for most of the other issues with the port. But then I would say that. ;-)
#53242 - joostp - Tue Sep 06, 2005 11:56 pm
agentq wrote: |
BTW, how does ScummVM on the PSP cope with running 640x480 games on a 480x272 screen? Does it still look ok? |
It's using the PSP graphics hardware to downscale+stretch the image to fit the screen (it doesn't look as bad as it sounds :P), although the font (especially in the MI3 demo) becomes a bit harder to read.
I'll take some pictures one of these days, as several people have asked for them.
agentq wrote: |
On the other hand using a multiloader, it shouldn't matter that much that there will need to be separate builds for the other engines. |
Oh, nice. Didn't know that was possible (don't own a DS).
agentq wrote: |
Personally, I think the touch screen input is vastly preferable to a d-pad and makes up for most of the other issues with the port. But then I would say that. ;-) |
:)
FWIW, it supports the analog nub as well, which works much better than the d-pad, but still is no touch-screen ofcourse.
#53261 - tepples - Wed Sep 07, 2005 3:10 am
buZz_ wrote: |
scummvm supports compressing the monster.sou into mp3 and ogg variants
it seems agentq didnt port that part of scummvm to ds , such a shame :( |
Would a vorbis decoder run in real time on the 33 MHz ARM7 CPU used for sound? If you do decide to look at the source, you might want to consider a GSM 06.10 decoder, which is already ported to the Nintendo DS's predecessor.
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#53292 - headspin - Wed Sep 07, 2005 8:51 am
Davr has written a tech demo that decodes Ogg Vorbis
Quote: |
A test port of the Ogg Vorbis decoder 'Tremor' to DS. Right now it just has a single song embedded in it. Plays a 12kbit (q=-1), 11khz, mono ogg file. Works fairly well. Sound quality isn't the best in the world. WARNING: Crashes horribly when runs out of memory. Sounds like nails on chalkboard. |
http://nintendo-ds.dcemu.co.uk/oggdemo.shtml
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#53299 - agentq - Wed Sep 07, 2005 9:36 am
Remember that any audio decompression will need to be done on the ARM7 and use practically no memory, since the binary is so huge it's already possible for Sam & Max to run out of RAM.
I'm not sure that OGG will be possible with these limitations. MP3 might be a bit better.
#53313 - draconic - Wed Sep 07, 2005 1:02 pm
i'm getting this strange error when i try and play atlantis, monkey 1, 2, or day of the tentacle. i was able to play dott fine in 0.2 when it was packaged by itself.
if they're packaged together, the menu doesn't even come up to add a game, the top bios screen just flips back and forth from the top to the bottom screen about six times before stopping and freezing (they're packaged in their own dirs with no compression)
if they're by themselves, the menu comes up (and the status messages tell me the zip archive is compress, when it's not), but hitting add game.. switches the top and the bottom screens, and it freezes up.
i've tried packaging them with 0.3, then reverted back to 0.2, and it does the same thing.
and now, dott on 0.2 packaged by itself won't run (now THAT one is claiming it's built with compression). what the hell, it's not like tugzip changed how it worked overnight.
any ideas about what's going on?
#53334 - zubiac - Wed Sep 07, 2005 5:49 pm
so do LOOM and Zak MacKracken work?
I don't wanna get a copy if it doesn't work(yet).
10x
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Abusing Cube and DS with all sorts of homebrew and hacks.
#53335 - Dannon - Wed Sep 07, 2005 5:54 pm
LOOM works, don't know about Zak MacKracken, I'll see if I get my hands on a copy from somewhere and let you know, sopmeone else will probably know already though
#53336 - zubiac - Wed Sep 07, 2005 6:03 pm
Dannon wrote: |
LOOM works, don't know about Zak MacKracken, I'll see if I get my hands on a copy from somewhere and let you know, sopmeone else will probably know already though |
ok thanx a lot.
@ people who use ScummVS DS
post every game that works with GBAMP.
I'll make a list then
10x in advance
_________________
Abusing Cube and DS with all sorts of homebrew and hacks.
#53340 - Dannon - Wed Sep 07, 2005 6:29 pm
Games that work as far as I know, again:
Maniac Mansion
Monkey Island 1
Monkey Island 2
LOOM
Day of the Tentacle
Indiana Jones and the Last Crusade
Indiana Jones and the Lost City of Atlantis
Sam 'N' Max
#53357 - IxthusTiger - Wed Sep 07, 2005 8:34 pm
Zak Mcracken works
The Enhanced vesions of Maniac Mansion and Zak McKracken also work!
#53450 - DiscoBoy - Thu Sep 08, 2005 2:45 pm
Just want to say thanks again for a job well done agentq.
I've been waiting for the GBAMP-support and I'm really glad it wasn't in vain.
GBAMP is really the ultimate hombrew-flash cart.
#53526 - Mr. Picklesworth - Thu Sep 08, 2005 11:51 pm
Wow, thank you so much for making this work on GBA MP!
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#53568 - zubiac - Fri Sep 09, 2005 7:29 am
IxthusTiger wrote: |
The Enhanced vesions of Maniac Mansion also work! |
enhanced?
Dou you mean the remake I'm reading about eveyrwhere in the net?
This "Maniac Manison Deluxe"?
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Abusing Cube and DS with all sorts of homebrew and hacks.
#53679 - Troublemaker - Sat Sep 10, 2005 3:51 pm
Did anyone get it to work with Darkains loader on a flashcard?
#53737 - Duodreamer - Sun Sep 11, 2005 9:23 am
Hi AgentQ, I've been playing MI2 a lot lately, and I've been getting some warnings:
WARNING: CHARSET_1: Invalid code 8!
WARNING: [12] No Instrument Specified!
#53812 - XciteMatz - Mon Sep 12, 2005 3:53 am
Awesome, awesome work agentq. Good job!
Using my NDS + GBAMP with Compact Flash + PassMe, I have the following running (enjoyably if not 100% smoothly):
Sam & Max (Talkie)
Day of the Tentacle (Talkie)
Indiana Jones & the Fate of Atlantis (Talkie)
Indiana Jones & the Last Crusade (FM-Towns, no music support :( )
Maniac Mansion (16-bit (?) version off of DOTT)
I have the Loom Talkie CD, but audio is not supported. If Loom used monster.sou like the other Talkies then there would be no problem, however the audio is encoded as a digital audio track on the CD. I tried converting it to PCM WAV .wav, PCM WAV .raw, IMA ADPCM WAV .wav, and MP3 .mp3, but nothing works.
What is interesting is that when running Loom using SCUMMVM for DOS in Windows on my PC, it automatically recognizes the filename "track1.mp3" for audio and it will only play it properly if it is encoded as a real MP3 file. Renaming track1.mp3 to track1.wav makes screeching sound instead when played (since it does not recognize "track1.wav" etc.).
So since Loom wants to recognize "track1.mp3" for some odd reason, as a last attempt I converted the audio to IMA ADPCM (replies in this thread suggest NDS should be able to recognize this somehow, later if not now?) and renamed it to track1.mp3, but it's still a no go.
So... does anyone have any ideas on how I could make the audio work? So close yet so far.
#53830 - Chetic - Mon Sep 12, 2005 12:00 pm
I got ScummVM (PC) to play the audio track from Loom by making it into an ogg file called track1.
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#53837 - Lamsh - Mon Sep 12, 2005 2:50 pm
First of all, thanks for making it possible for me to play scumm games on my DS. I bought a DS hoping I could play scummvm on it one day, I never thought it would be this soon :)
I do have one suggestion though. In lucasarts games you could always pause the game with the spacebar, even during conversations and cutscenes. It would be nice if this was possible in Scummvm DS too, if you use the start menu to pause the game you can't see what was going on before you unpause. And maybe closing the lid could also use the same pause?
Just an idea, I'm off to play Monkey Island 2 now :)
Edit:
And another suggestion: If you scroll down (L/R + dpad) during a conversation you skip a sentence, is it possible to disable the dpad functions while scrolling?
Last edited by Lamsh on Mon Sep 12, 2005 6:55 pm; edited 1 time in total
#53847 - Boeboe - Mon Sep 12, 2005 5:52 pm
Great job so far. Features/changes I'd love to see introduced:
- left handed support: the ability to switch the mousebutton controls to the right side, since us lefties hold the stylus with their left hand. Right now it's pretty hard to control
- replace the left-mouseclick with a stylus doubletap (controls like in "another code"). This makes it easier to explore the scenery :)
- switch to a more scale-friendly font (don't know if this is possible). Scaling looks pretty nice right now, but in MI2 the dialog choices are very hard to read with scaling enabled.
- better sound support :) (even though I'm not worrying about that until the makers of the supercard release their promised >256 mbit support firmware)
- pause/sleep mode when you close the lid.
#53853 - agentq - Mon Sep 12, 2005 7:34 pm
Boeboe:
Left handed support is on it's way. As for the double-tap, it has been suggested to me that dragging on the screen should do a mouse hover, touching once should be a single click, and double tapping should do a right click. I will be trying this method out to see how it plays. Sleep mode is also being written as we speak.
As for the supercard, no firmware patch will let it play more than 256mbit of game. This is a limitation on the GBA cartridge port.
Lamsh:
At the moment, the menus don't display the game behind them because the DS uses a different video mode for the menus. I'm not sure whether it can be made to work unfortunately. This would happen if I used the space bar to pause as well. I'll fix the bug with d-pad down that you reported!
XciteMatz:
There is no CD audio support, and no way to get it working with the current release. I may well do some ADPCM decoding for this in the future.
Duodreamer:
Yep, those warnings come up in the PC version as well. I can only assume they're harmless!
Troublemaker:
I haven't tried it with a multiloader, perhaps you could try it and let everyone know whether it works?
DiscoBoy:
I know you've been waiting for this... now you can enjoy it!
draconic:
You probably have been deleting files from your zip. If you do this, sometimes the ZIP isn't read properly by ScummVM DS. Delete your ZIP and create a new one with the games you want and it will work.
One more thing - I'm going on holiday tomorrow so there won't be any new releases for a week or two.
#53870 - Habeeb1000 - Mon Sep 12, 2005 9:03 pm
agentq wrote: |
Boeboe:
Left handed support is on it's way. As for the double-tap, it has been suggested to me that dragging on the screen should do a mouse hover, touching once should be a single click, and double tapping should do a right click. |
I have an idea for the controls (seems like everyone does). It's similar to Mark_RC's idea. When in hover mode and if the stylus is on the touch screen, use left and right on the D-Pad as left and right mouse clicks, respectively. If the stylus is not on the screen, hitting those buttons would work as they do now.
I was playing through Indiana Jones and the Fate of Atlantis (FoA) and there were times when I was in the dark. I would use hover mode, find some thing to interact with, choose the appropriate action (push, pull, etc.), and then lose the object on the screen or just miss the exact spot to click. It was still totally playable, just kind of annoying. Having my suggested controls could have eliminated some of the headache.
Actually, I had an idea that probably occurred to you or others already, but would most likely take some heavy modifications. You could switch the displays on the two screens and use the touch screen as a touch pad, like a laptop. This would allow you to use the in-game mouse cursor on the top screen. From there, you could just use the left/right-D-Pad idea or the single/double-tap idea for mouse clicks. Plus, I think the top screen just looks better for display in general.
Just a bug report and I'll stop pestering you. I completed FoA on the GBAMP and the game attempted to write a lot of "iq-points" files to my card. They were 0 bytes in size, and when I deleted them, another one popped up. As a result, my root directory became corrupt. I'm guessing it may be because the file name has no extension. If that's so, it could be a problem with Chishm's FAT drivers. I don't have the technical knowledge to know for sure. Who knows, it might just be my CF card. Anyone else have this problem?
Anyway, enjoy your vacation and thanks again for all your hard work on this project.
#53926 - Mithos - Tue Sep 13, 2005 2:02 pm
agentq wrote: |
As for the supercard, no firmware patch will let it play more than 256mbit of game. This is a limitation on the GBA cartridge port. |
Romman is working on an firmwareupdate for the supercard to make it possible to play games bigger then 256Mbit.
Some 512Mbit games already run on supercard.
#53983 - telephasic - Wed Sep 14, 2005 8:22 am
agentq, I never got around to thanking you for incorporating the down press on the keypad for the '.' (skip text) function that I suggested after the first release.
With the help of that (and ver 0.3) I've just managed to play and complete DOTT, and what an amazing experience it was. Not one crash throughout.
I gave up playing Monkey Island 2 in verison 0.2 as it crashed all the time. I'll now go back and give it another go with ver 0.3.
Keep up the AWESOME work. You don't know (or maybe you do) just how many ppl have done a complete double-take seeing scumm games playing on a DS and responding with, "I only thought the PSP could run homebrew".
:D
#54152 - booshaka - Thu Sep 15, 2005 11:08 pm
I have v3 of scumm playing MI 1 and when I save my game on my supercard it works fine. If I turn it off and back on within a few minutes, the save is still there. However, if I leave the DS off long enough and try to load, no more save!
I just got my m3 cf perfect (i wouldn't call it perfect) and the same thing is happening.... any suggestions?
- side note - will scumm v3's _BOOT_MP.nds work w/ GBA Movie Player M3? couldn't get that to work either..... I used updategc.exx to update my firmware.
thx in advance.
#54334 - agentq - Sun Sep 18, 2005 11:59 am
There is no direct support for M3 or Supercard at the moment - I don't think anyone knows how either of them works. It seems likely that the M3 should only require minimal modifications to the FAT driver to work.
Until then, both carts pretend to be a flash cart in order to run the games. Supercard needs special code to be able to write saves back to the CF, and as far as I know, nobody has reverse engineered that yet.
Perhaps I will write to the makers of supercard to see if they will tell me what's involved.
telephasic: Let me know where MI2 crashes, I did fix one in 0.3 but otherwise I had no problems.
#54826 - Empyrean - Thu Sep 22, 2005 9:50 pm
Technically the M3 is version 3 of the GBAMP, so it probably would work, wouldn't it?
_________________
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!
#54834 - tepples - Thu Sep 22, 2005 10:47 pm
Empyrean wrote: |
Technically the M3 is version 3 of the GBAMP, so it probably would work, wouldn't it? |
Only if the M3 implements the same hardware interfaces as the GBAMP 2. That's not guaranteed in any way, shape, or form.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#54894 - abigsmurf - Fri Sep 23, 2005 12:39 pm
Been playing Sam & Max (talkie) on it and aside from a few save related crashes it works great, got a few bugs to report though:
When loading a save you seem to be able to choose 0-10 but when saving it's 1-10.
I can't seem to get the right mouse button function to work which prevents progress past the point with the binoculars.
Nice job though
#54900 - El Hobito - Fri Sep 23, 2005 1:28 pm
Empyrean wrote: |
Technically the M3 is version 3 of the GBAMP, so it probably would work, wouldn't it? |
no the m3 doesnt work currently
#55036 - booshaka - Sat Sep 24, 2005 11:54 pm
I just updated my M3 firmware. The saves work good now because I can send them to the CF card. But...... the screens are flipped around! So the touch screen portion is up top and the scumm computer info jargen is on the bottom!!! You can still use the bottom touch screen to operate the add game and use the stylus for the in game features but its almost impossible to use, you have to guess where the "pick up" or "open" is on the bottom portion!!!! Anyone know how to reverse the screens???????
#55097 - M3d10n - Sun Sep 25, 2005 4:50 pm
Screens are also switched in DS emulators (one of the newer emulators can now properly render the game seleciton screen, but I forgot which one).
#55099 - tepples - Sun Sep 25, 2005 5:03 pm
Does ScummVM properly set the screen swapping bit, or does it rely on the loader to set it "properly"?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#55101 - agentq - Sun Sep 25, 2005 5:11 pm
It calls lcdSwap() in NDSLib, so it would have to be set properly in the loader, yes.
Doesn't look like my version of NDSlib has a call to explicitly set that bit, but I can stick something in to do that.
#55127 - booshaka - Sun Sep 25, 2005 6:42 pm
why would you run a DS emulator then run a scumm emulator off of it... ?When you could just play the scumm games off the computer?!? I know one of the answers "because you can" but it just doesn't make sense to me!
Playing on the DS adds a whole new perspective and element (using the stylus! I think that makes it one of the best ports). And thats why I would love to get this emu working right for me!!!!!!!
#55131 - agentq - Sun Sep 25, 2005 7:16 pm
I have made the necessary changes booshaka, so the screens should be the right way round in the next version, which is not far away.
The emulator is a handy tool for testing stuff without having to copy the code onto a flash card. I don't think anyone would actually use it to play ScummVM!
Although I don't know of an emulator which runns ScummVM properly, so I've been using my GBAMP for development. It's really a quick turnaround, as I've got quite fast at pulling the card out of my reader, sticking it into the GBAMP and the GBAMP into my DS!
#55136 - booshaka - Sun Sep 25, 2005 8:04 pm
Awesome news!, now if didn't have a hangover i'd be feeling great! ;) Ill post the news on gbatemp, I'm sure a few other people will be happy to hear it too :)
#55149 - tepples - Sun Sep 25, 2005 11:02 pm
booshaka wrote: |
why would you run a DS emulator then run a scumm emulator off of it... ? |
As agentq pointed out, an emulator would let a developer or a reviewer test compatibility between ScummVM and a particular game without having to round-trip the CF card every time. Mounting and unmounting removable flash media on Windows can be slow, especially with the fact that Windows wants you to notify it before you remove a CF card, and connectors do wear out.
Another possible reason is emulator features. For example, the NES emulator called Nintendulator can't use the Huffyuv AVI codec for some reason, but VisualBoyAdvance can, so I have used VBA+PocketNES to record NES play.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#55157 - booshaka - Sun Sep 25, 2005 11:37 pm
ahhh... I see now it would very practical for developement purposes....
Hey Agent Q,
Do you think you will be able to get _BOOT_MP.nds to run on the M3? and would you still be limited to 30 MB games???
thx!
#55168 - El Hobito - Mon Sep 26, 2005 1:02 am
scummvm works fine on the m3 but only with the same functionality as the flashcard so no direct cf reading yet but its only a matter of time before thats figured out too.
#55170 - booshaka - Mon Sep 26, 2005 1:24 am
ScummVM screens are reversed on the M3..... touch screen still works but it makes it almost imposssilbe to play, so I wouldn't say it works fine w/the M3... : (
Are you screens not reversed on your M3 for scummVM????????
#55196 - Duodreamer - Mon Sep 26, 2005 5:50 am
abigsmurf wrote: |
Been playing Sam & Max (talkie) on it and aside from a few save related crashes it works great, got a few bugs to report though:
When loading a save you seem to be able to choose 0-10 but when saving it's 1-10.
|
Thats because slot 0 is for the Auto-Save feature that AgentQ hasn't implemented yet.
#55430 - Misfit410 - Wed Sep 28, 2005 2:20 pm
Been playing it on the GBAMP2, amazing stuff, I won't hold my breath but I hope some day full throttle and beyond work on it as well..
I have an M3 coming in hopefully today, will give that a shot, mad Kudos on getting it working on the GBAMP2 though, not many homebrews work on that so it was a thrill to me.
#55463 - El Hobito - Wed Sep 28, 2005 6:58 pm
booshaka wrote: |
ScummVM screens are reversed on the M3..... touch screen still works but it makes it almost imposssilbe to play, so I wouldn't say it works fine w/the M3... : (
Are you screens not reversed on your M3 for scummVM???????? |
i believe thats abug introduced in later versions of the firmware it worked fine with the original but doesnt now