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DS Misc > ScummVM 0.4

#55469 - agentq - Wed Sep 28, 2005 7:53 pm

I've just released version 0.4 over on the ScummVM website.

Please let me know by posting here if there are any problems!

Changes in this version are:

- The top screen now shows a zoomed in view of the action, scrolled to the character who's speaking
- Large speed increase for Adlib music emulation
- Large speed increase for GBAMP CF card loading
- Closing the lid now puts the DS in sleep mode
- Screens are now the right way round on the latest firmware for the M3 player
- Savegames now save in the selected folder rather than the root
- Dialog no longer skips when you scroll the screen down as it's playing
- The console no longer appears during gameplay by default, toggle it using the Y button.
- Implemented screen shake function

http://scummvm.drunkencoders.com

#55473 - Dannon - Wed Sep 28, 2005 8:14 pm

Brilliant, everything is working nicely.

When pressing the Y button for the dialog, it appears over the bottom screen with a bit of a screen shake, is it meant to be on the bottom screen?

Is there an actual screen shake function or does it just happen occasionally and you're trying to make out it's on purpose?

How did you solve the DS sleep mode problems?

#55475 - agentq - Wed Sep 28, 2005 8:31 pm

There is a glitch when you switch the console on and off, this is just me being lazy.

The screen shake effect is used in several SCUMM games, like when the bomb blows up in the Sam & Max intro. It just makes the screen move up and down. You can also see it when the Chron-o-john hits the ground in the DOTT intro. It's pretty subtle.

The DS sleep mode doesn't use the BIOS sleep function, but my own method. I'm not going to leave my DS for two weeks to test how low power it is, but I have left it for 24 hours with no noticable drain on the battery.

#55476 - Dannon - Wed Sep 28, 2005 8:42 pm

I'll watch the Sam N Max intro at some point to see what the feature is like, but for the rest of it very well done.

What additions do you want/need to make now?

#55478 - agentq - Wed Sep 28, 2005 8:49 pm

Well, if you're interested, the next thing I'm going to look at is ADPCM decoding for CD Scumm games with CD audio tracks. This should allow the CD music to play during the game from WAV files (hopefully). Unfotunately, there isn't enough RAM to do GSM, MP3 or OGG, but ADPCM is really really simple. Simple enough for me to understand, even, and to write a decompressor in very little code.

After that I'll be looking at Benieth a Steel Sky and Simon the Sorceror, as well as any other non-Scumm games which may work.

I'd also like to get some support for M3, and perhaps Supercard, but that depends on the specs becoming public.

Apart from that, it's pretty much there!

#55484 - Mavromatis - Wed Sep 28, 2005 9:05 pm

I wait for the Broken Sword support. :)

#55489 - Dannon - Wed Sep 28, 2005 9:25 pm

CD Audio tracks would be pretty cool, are all of the backing tracks that are used in some of the games WAV files?

Do BASS and STS use the same engine modifications?

#55494 - agentq - Wed Sep 28, 2005 9:41 pm

Some of the games used CD audio tracks which were played by the original CD version of the game. ScummVM supports playing these from ripped WAV files.

BASS and STS will use most of the mods I've done, but much of the graphical speed optimisations will not be used. I'm hoping that as these games are quite simple, not much optimisation work will be needed.

I don't think Broken Sword is a possibility for ScummVM DS, as it's a 640x480 games and will need quite a bit of RAM, which I'm really short of. Also, scaling it to the DS resolution will make it look poor.

Does anyone have anything else they would like to see in ScummVM DS?

#55497 - splattergnome - Wed Sep 28, 2005 9:53 pm

Would it be possible to have an option for using the other screen for a simple text reader (say, for hints, manuals, or walkthroughs)? It could be controlled by using the L and R buttons for scrolling? And to shift it between this chosen text file and the new zoomed in image (say, with select?)

splatty

#55499 - Mavromatis - Wed Sep 28, 2005 9:56 pm

Well after seeing the Broken Sword on GBA I had the hope :( .
By the way the zooming is fantastic. :)


Last edited by Mavromatis on Wed Sep 28, 2005 10:35 pm; edited 1 time in total

#55502 - Mithos - Wed Sep 28, 2005 10:07 pm

agentq wrote:
Does anyone have anything else they would like to see in ScummVM DS?


Ability to edit gamename in list... OR scummvm.ini placed in scummdata.zip

Other then that at the moment, optimization, optimization, optimization. =)

#55507 - Chetic - Wed Sep 28, 2005 10:48 pm

Couldn't you make it zoom in a little bit more?
Or maybe even let the user decide!

Also I have to say that the FMTowns version of Zak no longer gets a menu when you press start so you can't save!
This troubles me quite a bit.

Still though, agentq, you are the awesomest man on earth. Unbeatable.
_________________
Packin':
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1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#55510 - agentq - Wed Sep 28, 2005 11:05 pm

Did your version of Zak pause on v0.3? I don't think I've touched that side of things this time round, but I did when I put in the Indy fighting controls.

Variable zoom should be pretty easy. At the moment it zooms such that the gameplay area of the game fills the top screen.

A text viewer should be easy to do, but I'm not really sure it's that useful. I may be able to use the same code for a help screen though, so it may come in handy that way!

Also - an on screen keyboard to edit text fields would be a nice addition. I should add that. It would allow you to edit savegame names too.

#55539 - $CyBeRwIz$ - Thu Sep 29, 2005 4:21 am

Hi agentq,

Excellent job on ScummVM DS. I was just wondering, is the native scale on the bottom screen supposed to be off the screen by a few pixes on the roof and the base? I'm just asking because it seems that it scales corretly when pressing Select twice. I've tested it out on a number of games, but it looks most apparent on MI2 (where the bottom commands can barely be seen).

Cheers and keep up the great support!
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#55541 - Dudu.exe - Thu Sep 29, 2005 6:30 am

$CyBeRwIz$ wrote:
Hi agentq,

Excellent job on ScummVM DS. I was just wondering, is the native scale on the bottom screen supposed to be off the screen by a few pixes on the roof and the base? I'm just asking because it seems that it scales corretly when pressing Select twice. I've tested it out on a number of games, but it looks most apparent on MI2 (where the bottom commands can barely be seen).

Cheers and keep up the great support!


when image is not scaled ( Select ) you can scroll image pressing shoulder button and use the D-pad to scroll the sreens ( the is good to read or press in some small spots!)
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#55542 - $CyBeRwIz$ - Thu Sep 29, 2005 6:37 am

Excellent! Thanks for the great tip, Dudu.exe:)
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#55547 - booshaka - Thu Sep 29, 2005 7:32 am

Thx Agent Q for fixing the screens for the M3!

Do you think in the next coming releases you will be able to get _BOOT_MP.nds to run on the M3....? I would really like to play scumm games larger then 30MB.. (actually will _BOOT_MP.nds let you do that)?


thx again!

#55548 - tepples - Thu Sep 29, 2005 8:20 am

Playing games larger than 30 MiB requires knowledge of the M3's CompactFlash interface. This has likely changed since the GBAMP v2, and it definitely hasn't been documented yet.
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#55561 - Chetic - Thu Sep 29, 2005 12:28 pm

agentq wrote:
Did your version of Zak pause on v0.3?


Oh right, I forgot to say that it didn't back then 'cause some things came up.
Hope you'll fix it!
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#55606 - souLLy - Thu Sep 29, 2005 10:36 pm

Very, very nice, the ds is just perfect for scummvm. I've been playing it on the way to work for the past few days, it's brilliant playing all of the old classics- thanks for sharing :)

I've not read through all 30 pages of this thread so far so if these are known faults, sorry...

As i only have a 256Mb flashcard I can only fit on a handful of floppy version games rather than the 'talkie' ones. Maniac Mansion, Zak McKracken, MI1 and MI2 all seem to work perfectly albeit the sound seems very low on all of them.

I couldn't get either Sam and Max or DOTT working though unfortunately, when i went to add DOTT it froze as i clicked choose on "tentacle" (i have all the correct files necessary as listed on the scummvm.org site) and when i tried to add sam and max it shows no game found in that folder.

All in all though congrats on a fantastic release :)

#55610 - agentq - Thu Sep 29, 2005 11:39 pm

souLLy: Thanks for your compliments! Somehow it's hard for me to imagine loads of people I've never met using my software. I can only think of it running on my DS in the middle of my messy room, the concept that other peope are using it must be a bit too abstract!

As for your problem with DOTT and S&M, I'm betting that you added them to a ZIP file you already had. Recreate the zip in one go with the games you want in there, and it should work fine. I've played S&M Talkie extensively and people on here have completed DOTT, so you should be able to get it to work.

Chetic: I'm sure the pause menu in Zak shouldn't be too hard to fix. I'll let you know.

#55611 - souLLy - Fri Sep 30, 2005 12:02 am

agentq wrote:
souLLy: Thanks for your compliments! Somehow it's hard for me to imagine loads of people I've never met using my software. I can only think of it running on my DS in the middle of my messy room, the concept that other peope are using it must be a bit too abstract!

As for your problem with DOTT and S&M, I'm betting that you added them to a ZIP file you already had. Recreate the zip in one go with the games you want in there, and it should work fine. I've played S&M Talkie extensively and people on here have completed DOTT, so you should be able to get it to work.


It's a pleasure, the thought of portable maniac mansion was the clincher on wether or not to pick up a passme!

Excellent news, i gave my card a clean format and now both work perfectly, the only thing i would point out is i had to rename the sam and max floppy data files to the same filenames as the talkie files. Thanks a bundle! Time for some hardcore point and clicking :D

#55613 - Lazy1 - Fri Sep 30, 2005 12:33 am

Great work!
I actually bought my ds FOR your scummvm port inorder to play Day of the Tentacle ( which works great btw ).

One feature which would make gameplay easier would be to hold a button and click on the touchscreen to unscale the screen and center it on that area as long as the button is down.
The reason is alot of the buttons in the touchscreen are small in scaled mode and often a different option gets accidentally set.

#55624 - Dudu.exe - Fri Sep 30, 2005 3:08 am

The ZOOMED View in top Screens is amazing...

but i got i IDEIA !!!!


WHY dont put a swap button to make Lower sceen Zoomed the make easear to click on small thinks...


i allways have troubre with small itens ...
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#55638 - The 9th Sage - Fri Sep 30, 2005 4:39 am

agentq wrote:
I've just released version 0.4 over on the ScummVM website.


This rules...the speedups are great. I think things are totally running at full speed in DoTT so far (including the 'smarter, more agressive' intro with the tentacles talking which hasn't run at full speed in any version thus far). :) The zoomed view rather rules too...I like watching that thing zip around when people are talking.

This program just keeps getting better and better.
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#55699 - stewbidasso - Fri Sep 30, 2005 6:33 pm

This is the best homebrew on the DS by far. Thanks for your hard work on getting this ported over to the DS, I have had tons of fun with this.

I have a SuperCard, so I can't play the talkies, but most of my games are talkies (I have the disks for Day of the Tentacle, but I also have the CD talkie version of it because I bought a lucas arts treasures set that had a bunch of the old scumm games includes like indianna jones etc...). I have gotten DOTT to work great with the Super Card (aside from the known issues of not being able to save), but I was thinking, is there any way to not have to go through the "Super Battery" copy-protection on the disk version? I know they removed it on the CD talkie version.

I have the book with all of the codes for the disk version, but that sort of defeats the whole "portability" feature, I really don't want to carry the book around with me so I can show people the game (and since I have the Super Card, I can't save it right after the copy protection, it erases the save).

I tried grabbing the TENTACLE.000 and TENTACLE.001 from the CD talkie version and copying the MONSTER.SOU from the disks to see if that worked, and it kinda worked (it loads the game and it removes the copy protection, but it also removes all speaking and text, so you don't hear them speak in the opening and it never shows any text either).

Maybe I'm the only one that has this problem, or maybe I just need to wait for the Super Card to be able to run the talkie ones (hopefully ROMMAN will release the necessary code for that to work), but I was wondering if anyone knew a way to fix this?

Thanks again for a great program, I had fun playing all the way through DOTT again (I was suprised at how much I forgot).

#55709 - Mithos - Fri Sep 30, 2005 8:34 pm

stewbidasso wrote:
is there any way to not have to go through the "Super Battery" copy-protection on the disk version? I know they removed it on the CD talkie version.


Afaik, the PC version on ScummVM skips/ignore the copy protection (does so on my Monkey Island 2 anyway), I cant see why it should not be possible to do teh same on ScummVM DS.

#55713 - agentq - Fri Sep 30, 2005 9:01 pm

Yep, it skips the copy protection. Just enter anything and it will treat it as the correct answer.

#55714 - stewbidasso - Fri Sep 30, 2005 9:16 pm

I wonder if it's a supercard problem, because mine doesn't skip it. I have to enter the correct one from the battery number otherwise the professor says "No, that doesn't look right, try again..." and then I have to keep going. It's not a huge deal because I do still have the booklet for the disks, just don't want to carry it around with me in case I want to play some DOTT.

#55730 - Dudu.exe - Sat Oct 01, 2005 5:05 am

stewbidasso wrote:
I wonder if it's a supercard problem, because mine doesn't skip it. I have to enter the correct one from the battery number otherwise the professor says "No, that doesn't look right, try again..." and then I have to keep going. It's not a huge deal because I do still have the booklet for the disks, just don't want to carry it around with me in case I want to play some DOTT.


fist time you save after the protetion code you dont need it any more.. obnly if you start a new game!
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#55737 - stewbidasso - Sat Oct 01, 2005 8:06 am

Dudu.exe wrote:
stewbidasso wrote:
I wonder if it's a supercard problem, because mine doesn't skip it. I have to enter the correct one from the battery number otherwise the professor says "No, that doesn't look right, try again..." and then I have to keep going. It's not a huge deal because I do still have the booklet for the disks, just don't want to carry it around with me in case I want to play some DOTT.


fist time you save after the protetion code you dont need it any more.. obnly if you start a new game!


Yeah, but I have the SuperCard so saves don't work (well they work, but as soon as you turn off the DS, the save is deleted) so I can't do that. I found a patch that they made for the CD talkie version which forced the text to always display (http://m0002.gamecopyworld.com/games/pc_day_of_the_tentacle.shtml) and tried to patch the "hacked" copy I made (using TENTACLE.000 and TENTACLE.001 from the CD talkie version and the MONSTER.SOU from the disk version), but it didn't really work out. Like I posted earlier, that hack removes the protection, but will not display any text and no voices play (even in the opening where they play even on the disk version). I thought by applying that patch it would force text (that would solve it), but it didn't.

Maybe I'll just have to wait for SuperCard support for the talkie games (or buy a GBAMP :) ) Thanks to everyone for replying with helpful ideas and comments, and thanks again especially to agentq for an awsome program.

#55752 - agentq - Sat Oct 01, 2005 3:04 pm

Not skipping copy protection is probably a sign that the version of DOTT you're using is not recognised by ScummVM. I've noticed a few non-English versions are not known, so the copy protection skipping is not implemented for those.

Have you tried your copy with ScummVM for the PC?

#55756 - stewbidasso - Sat Oct 01, 2005 5:55 pm

agentq wrote:
Not skipping copy protection is probably a sign that the version of DOTT you're using is not recognised by ScummVM. I've noticed a few non-English versions are not known, so the copy protection skipping is not implemented for those.

Have you tried your copy with ScummVM for the PC?


No I haven't, never thought to try since the disks are for the PC, would probably just install the game on the computer instead of running it through ScummVM. Mayne I will try that to test it though. Thanks for the suggestions...

#55757 - tepples - Sat Oct 01, 2005 6:16 pm

stewbidasso wrote:
never thought to try since the disks are for the PC, would probably just install the game on the computer instead of running it through ScummVM.

Weren't the old Lucasarts games designed for MS-DOS operating system and its contemporary sound hardware, which Windows 2000, Windows ME, Windows XP, and Windows Vista don't support? Or are you considering running them in DOSBox?
_________________
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-- I think he moved to Tilwick.

#55761 - gunslinger - Sat Oct 01, 2005 7:04 pm

There is a way to save with a Supercard.
Its a little bit unhandy but it works...

You only need a File with the same name (for autoload) as your ScummVm *.nds file and the ending *.sav. But, this file must have enough size for the data and the supercard can't increase the filesize.
I create the file under Linux with the command "dd if=/dev/zero of=myscummvm.sav bs=1k count=64" this creates a file called myscummvm.sav with a size of 64kB. I dont know whether this possible under windows...

Now, when you save your game normaly, scummvm save it in the Supercard Memory. Now you have to turn off and on your DS, go to 'saver' in your SC Menu, select your .sav file and confirm with 'A'. The Memory from your SC is now saved in the .sav File.
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#55763 - Dudu.exe - Sat Oct 01, 2005 7:07 pm

agentq wrote:
Not skipping copy protection is probably a sign that the version of DOTT you're using is not recognised by ScummVM. I've noticed a few non-English versions are not known, so the copy protection skipping is not implemented for those.

Have you tried your copy with ScummVM for the PC?


Agnetq... this is the email of the creator of supercard.. may boy he can give uou the info you need to make a version like GBAMP

romman_tan@hotmail.com

i hope it help in something =]~


Did yu read my post about the swap screens?
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#55828 - agentq - Sun Oct 02, 2005 11:27 pm

I would imagine that if the supercard creators wanted the information to be available, they would have given it away already. If you think it'll help I'll send him an email.

Your idea for swapping the screens is interesting. I've still got to decide on a way to make it not seem confusing though. Since you have the zoomed in view on the touch screen, you can't touch the normal view to make it scroll as it will be on the top screen.

Here's a thought - maybe holding L and D-pad could scroll the top screen, while holidng R and D-pad could scroll the bottom screen? Holding both L and R while using the D-pad could adjust the zoom level.

Or does that all sound too complicated?

Maybe I need an on-screen icon you can touch, or something. Problem with them, is there's nowhere safe on screen which won't cover up something important in some game or other.

Please post your ideas!

#55840 - Dudu.exe - Mon Oct 03, 2005 6:56 am

agentq wrote:
I would imagine that if the supercard creators wanted the information to be available, they would have given it away already. If you think it'll help I'll send him an email.

Your idea for swapping the screens is interesting. I've still got to decide on a way to make it not seem confusing though. Since you have the zoomed in view on the touch screen, you can't touch the normal view to make it scroll as it will be on the top screen.

Here's a thought - maybe holding L and D-pad could scroll the top screen, while holidng R and D-pad could scroll the bottom screen? Holding both L and R while using the D-pad could adjust the zoom level.

Or does that all sound too complicated?

Maybe I need an on-screen icon you can touch, or something. Problem with them, is there's nowhere safe on screen which won't cover up something important in some game or other.

Please post your ideas!


1st: I think you should send the email becouse .. i am a another user ask for something.. but you (and others) have intersting and ask him.. mey be he give the info you need.. i dont even know what to ask =[



2nd: its look very ease to me .. and maybe when the zoomed sceend is bottom sceens just use the D-pad to sroll ..

ans i loved the ideia of the zoom level !!


thanks !
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#55928 - Chetic - Tue Oct 04, 2005 4:55 pm

Couldn't you use L + touchscreen to move around one view and R + touchscreen for the other and then A + touchscreen Y values for zoom?

[Edit] Uhm... OK, and that'd be left D-pad in right-handed mode. (woops)
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GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#56060 - nuatilus - Wed Oct 05, 2005 8:43 pm

tuLL wrote:
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!:)


Agentq, I've tried getting around this bug in Sam & Max with both suggestions above, however I have not had any luck. Is the possibillity of a fix looking any better in one of your next releases?

#56662 - Lamsh - Mon Oct 10, 2005 3:21 pm

I've already finished Monkey Island 2 and Day of the Tentacle (floppy versions) using ScummVM DS 0.3, everything works fine except for a few hiccups in DOTT. The zoomed second screen function in 0.4 looks great, good idea!

I have a question that's not really ScummVM DS related. I use a Passme to load ScummVM DS, does anybody here know if I can safely take out the Passme with DS game after ScummVM DS is loaded?
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#56667 - MaHe - Mon Oct 10, 2005 3:42 pm

I'd say so, since N-dogs trainer wants you to insert the DS cartridge in your NDS slot after PassME boot.

#56677 - ninogenio - Mon Oct 10, 2005 4:14 pm

any one know if broken sword the smoking mirror works with scummvm ds as ive got the cd version and would buy a bigger cf card if so cheers.

#56717 - Veg - Mon Oct 10, 2005 7:10 pm

agentq wrote:

I don't think Broken Sword is a possibility for ScummVM DS, as it's a 640x480 games and will need quite a bit of RAM, which I'm really short of. Also, scaling it to the DS resolution will make it look poor.

#56829 - Veg - Tue Oct 11, 2005 9:13 pm

I think I've found a bug. Using the GBAMP, if (in the main Options menu) I turn up the four volumes to their full 255 value, start a game and re-boot, it seems to corrupt the INI file. I get the message:

Quote:
Config file buggy: Junk found in line line 11: '(smiley face symbol)' !


I've uploaded one of these 'buggy' INIs: here.

And, for comparison, here's the same INI, but without me having turned up the volumes: here.

The buggy version has a lot more entries than the other one, although the only values I changed were the volumes. The rest should still be the defaults, I think.

#56849 - agentq - Tue Oct 11, 2005 11:14 pm

Veg: Yes, I think I can see what the problem is by looking at your Ini file, it seems to be saving a bad save path into the file. This may well be an initialisation order problem. I'll fix it for the next release.

nuatilus: Sorry I didn't reply earlier. The problem with Sam & Max is simply a lack of memory on the DS. You may want to try playing it on v0.3 to get over that section, as this version may use slightly less memory.

I haven't been doing a lot of work on ScummVM lately, as other things have got in the way, like Castlevania! Oh - and work too.

#57052 - AGA - Thu Oct 13, 2005 9:57 am

agentq: the SuperCard people have posted a list of the features their next firmware update will add. This includes playing ROMs of >512Mb in size. Does this mean SCUMMVM DS will be able to support larger filesizes at some time in the future? Or is the 30MB limitation nothing to do with the flashcarts?

#57059 - El Hobito - Thu Oct 13, 2005 12:25 pm

the 32meg limitations is to do with the slot not the cartridge, the ds is not able to "see" more than 32megs of memory. to get round that i believe they'll hack the roms to make them bankswitch?

#57089 - tepples - Thu Oct 13, 2005 5:56 pm

Yes, and at least one pirate group has already put XG2 compatible bankswitching code into a patcher. Now all we need is for Visoly-compatible (for Flash Advance and F2A) bankswitching code to make it into libnds, and we'll be set.
_________________
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-- Who?
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-- I think he moved to Tilwick.

#57147 - agentq - Thu Oct 13, 2005 11:23 pm

Does any one have any idea which Scumm games had versions with music as standard CD audio tracks?

#57150 - Mithos - Thu Oct 13, 2005 11:28 pm

agentq wrote:
Does any one have any idea which Scumm games had versions with music as standard CD audio tracks?


Secret of Monkey Island have music in CD audio (I have that version)

#57151 - agentq - Thu Oct 13, 2005 11:31 pm

Cool, that's the one I have. I don't have any others though so I wondered if they existed.

If DOTT or S&M have them, it might be tricky to fit the sound buffers in memory without causing the game problems. If not, I can pretty much use as much RAM as I like!

#57156 - Mithos - Thu Oct 13, 2005 11:45 pm

Just took a look at the files on computer..

160kbit 44khz Joint Stereo MP3 (Track 02 - Track 25) are: 52,7MB
096kbit 22,5khz Stereo MP3 (Track 02 - Track 25) are: 31,6MB


Have NO idea how much the DS can manage in terms of emulation the scumm + playing mp3 as sound though...

#57180 - The 9th Sage - Fri Oct 14, 2005 3:21 am

Mithos wrote:
Just took a look at the files on computer..

160kbit 44khz Joint Stereo MP3 (Track 02 - Track 25) are: 52,7MB
096kbit 22,5khz Stereo MP3 (Track 02 - Track 25) are: 31,6MB


Have NO idea how much the DS can manage in terms of emulation the scumm + playing mp3 as sound though...


I think he's planning on using the DS's ADPCM for the CD audio tracks. If that's the case, it shouldn't be that hard on the DS's hardware to play them I wouldn't think.
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#57192 - Veg - Fri Oct 14, 2005 6:32 am

Games which used CD audio tracks - from memory, the VGA version of Loom did, and there were also versions of Monkey Island and Monkey Island 2 which did. But that's it.

AFAIK, DOTT and S&M didn't use standard CD audio.

#57223 - Mithos - Fri Oct 14, 2005 12:01 pm

Veg wrote:
there were also versions of Monkey Island and Monkey Island 2 which did.



Wow. if Monkey Island 2 exist in a CD audio version I wanna have it.. I what collection is that ?

#57260 - Veg - Fri Oct 14, 2005 5:27 pm

No, I'm wrong. Just confusing myself. There's no version of Monkley Island 2 that uses CD audio - the versions that you get on the CDs are just the regular version.
Thinking about it, Cd audio wouldn't work at all for MI-2, as it'd totally waste the pretty excellent iMUSE system used in it.

#57483 - NorQue - Sun Oct 16, 2005 11:12 am

Zak McKracken and Indiana Jones & the last crusade FM-Towns both have CD Audio Tracks, too.

#57523 - gunslinger - Sun Oct 16, 2005 6:33 pm

@agentq: Is it possible to programm a method for Supercard to save directly to Compact Flash card ?

According to the supercard homepage, the new firmware supports writing to the CF card directly. But it will not work for homebrew by oneself.

Maybe Romman from the SC Team can give you information about writing to CF ... !?
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#57931 - bafio - Wed Oct 19, 2005 11:11 am

Hi!

I am new to this forum

I have been using ScummVm already for some time now and really enjoied it.

I had this problem that sometime I get corrupted files (scummvm.ini and also dslinux.nds) in the CF card after running scumm.

Is there some bug in the fat routines? I have GBAMP with the latest firmware and I use GBAMP multiboot to start the VM. I have no such problems running dslinux (also opening and writing to files) or any other program, only after running Scummvm.
I notice that the beginning of the corrupted files gets filled with nulls.

Also, this seems to happend when starting the program the touch screen does not respond to clicks (this is another bug I get at random).

I am hoping for an updated version :) the file corruption is really annoing!
If I manage to get some free time and my laptop back, I'll take a look at the source code myself...

thank you for this fantastic program!

Bafio

#57946 - agentq - Wed Oct 19, 2005 2:19 pm

The ini file corruption is a known bug and seems to only happen if you use the options menu from the game selections screen.

I've never seen it corrupt any other files though. It is possible that I broke something while modifying the fat driver though. I added in mutliple sector reads.

The touch-screen sometimes not working I think only happens with V1 of the GBAMP firmware. If you upgrade to V2 this will go away.

#57947 - Dudu.exe - Wed Oct 19, 2005 2:21 pm

Agentq ... good news.. Supercard team will release a API or something to Develplers ... you will can make a SC version if you want =]
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#57948 - agentq - Wed Oct 19, 2005 2:27 pm

Yeah, ok. I would probably need someone to lend me a supercard to test it though. I'd send it back to them afterwards, and they'd get credit on my website.

Alternatively, my Paypal donations balance is 17.28 pounds away from the price of a supercard ;-)

#57952 - Dudu.exe - Wed Oct 19, 2005 2:32 pm

agentq wrote:
Yeah, ok. I would probably need someone to lend me a supercard to test it though. I'd send it back to them afterwards, and they'd get credit on my website.

Alternatively, my Paypal donations balance is 17.28 pounds away from the price of a supercard ;-)


paypal hates me =[

Do not work with my card.. and im in Brazil its realy dificult to make donations =[
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#57955 - bafio - Wed Oct 19, 2005 2:38 pm

agentq wrote:
The ini file corruption is a known bug and seems to only happen if you use the options menu from the game selections screen.


That is possibly the cause then, I think I modified the conf file...

agentq wrote:
I've never seen it corrupt any other files though. It is possible that I broke something while modifying the fat driver though. I added in mutliple sector reads.


It happend to me but obviously I can't be 100% sure it's ScummVm that did it. In fact I was counting on DSLinux to delete the INI file and rebuild it...
Maybe an update to the last version of the driver :) that would allow to use also the M3...

agentq wrote:
The touch-screen sometimes not working I think only happens with V1 of the GBAMP firmware. If you upgrade to V2 this will go away.


I have tha latest version 2 of GBAMP firmware (2005/10/03)... But that' not a big problem otherwise.

Another idea: it would be nice to be able to go back to the main menu and start another game...

Thank you for the very quick reply!

Bafio

#57956 - agentq - Wed Oct 19, 2005 2:38 pm

Don't worry, I'm sure someone will lend me one.

#58030 - Spookey - Thu Oct 20, 2005 9:26 am

Check it at this forum post

http://www.scdev.org/forum/viewtopic.php?t=1062

#58059 - Dudu.exe - Thu Oct 20, 2005 4:17 pm

and i can test to you =] no problem!
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#58094 - Mr. Picklesworth - Thu Oct 20, 2005 7:51 pm

This thread is getting big... someone should put up an official thread for this which doesn't start with a random request for ScummVM and which has a bit of information at the beginning...


So, my question which I'm sure has been asked (sorry!).
Does ScummVM DS have some sort of a file size limit for what it runs, or does it load stuff from the cart/CF card only when needed?


Also, suggestion. There should be a lefty mode, where the abxy buttons could be used for changing mouse mode :)
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#58099 - AGA - Thu Oct 20, 2005 8:54 pm

agentq wrote:
Don't worry, I'm sure someone will lend me one.


I take it from the pounds thing that you're in the UK? I could lend you my Supercard if needs be (I'm in Wales).

#58101 - tepples - Thu Oct 20, 2005 9:06 pm

Mr. Picklesworth wrote:
This thread is getting big... someone should put up an official thread for this which doesn't start with a random request for ScummVM and which has a bit of information at the beginning

Splitoris. Need anything else?
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#58105 - Mr. Picklesworth - Thu Oct 20, 2005 9:41 pm

Thanks, Tepples.
Okay, looks like my question is answered now that I can find the point at which ScummVM DS was released :D

It appears that, since it can run Sam & Max Hit The Road (voices version), and I know that that game is over 100 MB, it must be able to run reasonably large stuff :)
(And I have now proven it to myself by reading more... thank god for the topic split function...)

I think I'll stick with non-talkie stuff, though.
Besides, I only have a 128 MB card, because I thought that I needed a CF writer as well... turned out that the "Reader" which I have is simply labelled stupidly.
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Last edited by Mr. Picklesworth on Thu Oct 20, 2005 9:52 pm; edited 2 times in total

#58108 - agentq - Thu Oct 20, 2005 9:51 pm

ScummVM DS on the GBAMP can run Lucasarts games of any size. This assumes they don't need too much RAM, of course. Sam & Max Hit the Road talkie is 187Mb. The cart version can only run games up to 30Mb due to the addressing range of the GBA cart bus.

Thanks AGA, but it seems that others are integrating the driver into Chishm's FAT driver. When this is done it should be quite easy to get it running, so all I'll need is a couple of people to test that it works. I'm sure it'll be easy to find those!

When I'm done updating the code, the M3 and SC should be able to support the same functionality as the GBAMP V2 does now.

Yep, I'm in the UK. I live in East London. Is anyone else around London? I'd be interested to know.

#58272 - Dudu.exe - Sat Oct 22, 2005 2:36 am

i cant wait the new version...

you could make a fast version 0.4b just to add Supercard and M3
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#58288 - Mavromatis - Sat Oct 22, 2005 10:00 am

Dudu.exe wrote:
i cant wait the new version...

you could make a fast version 0.4b just to add Supercard and M3

And let us play Sam&Max Talkie. :)

#58312 - agentq - Sat Oct 22, 2005 2:46 pm

Sorry, but there's not going to be a quick version with just those features - I've got a load of other stuff half done at the moment, they're all going to be finished before I can release a new version.

#58346 - Elrinth - Sat Oct 22, 2005 8:50 pm

Which cart should one get to enjoy ScummVM DS the most? (to enjoy talkie)
I want the cart best for both ScummVM and Moonshell ;)

get my point?

I'm sorry if I posted this in the wrong forum, but I feel this is a good place to ask ;)

#58358 - El Hobito - Sat Oct 22, 2005 10:16 pm

Elrinth wrote:
Which cart should one get to enjoy ScummVM DS the most? (to enjoy talkie)
I want the cart best for both ScummVM and Moonshell ;)

get my point?

I'm sorry if I posted this in the wrong forum, but I feel this is a good place to ask ;)

if moonshell and scummvm is all you want then the gbamp+cf card is for you.

#58438 - Mr. Picklesworth - Sun Oct 23, 2005 4:31 pm

And its $30 price tag is a great deal for both of them :)
(Too bad its not to the authors, though)
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#58534 - agentq - Mon Oct 24, 2005 10:55 am

Now that is a good idea!

#58719 - Mr. Picklesworth - Tue Oct 25, 2005 3:51 pm

It would be handy if there was a way to further zoom in the touch screen.... perhaps this could be done by tapping L and R to zoom in and out. (With select resetting the zoom level to one of the two defaults). The reason for this is that there appears to be a spot in Sam&Max where I have to click on something the size of a grain of sand :(
(Getting a prize out of the Whack-a-Mole machine.) I imagine that there are spots like that in other games as well.

Why does ScummVM lack a quit button, to get back to the main menu?

Oh, and I hope you didn't miss my Lefty-Mode suggestion :)
I'll consider fiddling around in an attempt to add that myself, once I have all this sorted... But I know that it would work better if the guy who actually knows his own source code was to do it :)

One other thing... Using the mouse click stuff is a bit fiddly at times. I think that, when in mouse click mode, the click event should only occur when the stylus is released -- when it is down, it should act as mouse hover. This way, things could be more easily clicked on without losing the currently selected action and having to go through a bunch of pain to go back to it... Would also speed things up and have them feeling less technical. Most DS games have the responses happening when the stylus is lifted, anyway :)
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Last edited by Mr. Picklesworth on Tue Oct 25, 2005 11:29 pm; edited 2 times in total

#58720 - aqerty - Tue Oct 25, 2005 3:53 pm

Hi agentq, nice work you did on this port.

Is there an obvious reason for not supporting script version 7 and highter ? I would like to have my son play freddy fish from the pc cdrom i have but it start with an invalid opcode.
I tried on the pc version of scummvm and it runs.

Cheers.

#58857 - agentq - Wed Oct 26, 2005 9:00 pm

Mr Picklesworth: adjusting the zoom, quitting to the menu, and left handed support will all be in the next version.

If you are in hover mode, you can hover the mouse around and use d-pad left while the pen is on the screen to perform a left-click. This should help you not lose the currently selected action.

aqerty: Script version 7 and higher is not supported at the moment because the extra code takes up a fair bit of RAM which makes the engine run out. I'm not sure if there's anything that can be done about that, sorry.

#58870 - pepsiman - Wed Oct 26, 2005 10:35 pm

agentq wrote:
aqerty: Script version 7 and higher is not supported at the moment because the extra code takes up a fair bit of RAM which makes the engine run out. I'm not sure if there's anything that can be done about that, sorry.

The M3 can be used as a RAM expansion :)

#58880 - amiga - Wed Oct 26, 2005 11:12 pm

pepsiman wrote:
agentq wrote:
aqerty: Script version 7 and higher is not supported at the moment because the extra code takes up a fair bit of RAM which makes the engine run out. I'm not sure if there's anything that can be done about that, sorry.

The M3 can be used as a RAM expansion :)


Or the supercard

#58902 - gsmturing - Thu Oct 27, 2005 1:14 am

Spent a couple of hours trying to make ScummVM boot off my Supercard SD (latest firmware). In the end it turns out ScummVM will only run from the Supercard if you rename scummvm.ds.gba to scummvm.ds.gba.nds

Still no luck getting any games running though, the program says that my games are compressed (I saved them with no compression with Winzip though). Any reccommendations for compression programs?

Looking forward to getting everything up and running ;)

#58926 - agentq - Thu Oct 27, 2005 9:55 am

Other people here have got the supercard to run ScummVM in the 30Mb limited flash cart mode. Hopefully they can help you, as I've never used a supercard myself.

If it says your games are compressed you might want to try deleting your zip and creating it again, as there are sometimes problems reading a zip file that has had files added or removed from it.

I've used WinACE and WinZip to create my zips.

#58927 - agentq - Thu Oct 27, 2005 9:58 am

I'm not sure how I would allow malloc/new to allocate memory from the supercard/m3 player's internal RAM. It should be feasable if the ram is mapped into the cartridge address space though.

If this worked, there would be a distinct posibility of getting Full Throttle and The Dig working.

#59012 - gsmturing - Fri Oct 28, 2005 12:19 am

Got it working! Somehow the .zip files made within Winzip didn't work, even with no compression selected. If I create a .zip file through the windows right-click menu and drop directories on top of that with no compression it seems to work OK. Strange.

Anyway, works like a charm! PayPal donation just sent. Keep up the good work!

#59014 - gl0b - Fri Oct 28, 2005 12:52 am

agentq wrote:
If this worked, there would be a distinct posibility of getting Full Throttle and The Dig working.

wow awesome future capabilities :D u can ask romman himself(the supercard maker) if u need some help with the supercard. he will be glad to help you ;)
keep up the good work agentq!
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#59060 - El Hobito - Fri Oct 28, 2005 3:57 pm

Mavromatis wrote:
Dudu.exe wrote:
i cant wait the new version...

you could make a fast version 0.4b just to add Supercard and M3

And let us play Sam&Max Talkie. :)

Well the only thing stopping you from doing it yourself is the fact that scummvm is made with ndslib... :(. I was gonna recompile it myself but theres no way im gonna upset my config.

#59109 - Mr. Picklesworth - Sat Oct 29, 2005 1:57 am

The music in The Secret Of Monkey Island VGA CD-Version does not work... It does work in the tiny version, though. (For opening credits and such). General sound effects, like dogs barking, still occur in the CD version.
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#59119 - Veg - Sat Oct 29, 2005 7:23 am

The CD music isn't supported yet. I think it's one thing agentq is working on, though.

#59308 - aqerty - Mon Oct 31, 2005 10:55 am

Hello,

I was trying to compile from the last version of the source but I get many errors because I am using libnds that is installed with the latest version of devkit pro.
Serial stuff and interrupt variables changes or do not exist anymore in libnds.
I will try to find out what changed if you did not already do it.

Cheers.

#59310 - agentq - Mon Oct 31, 2005 11:36 am

I have been moving the code over to the latest libnds, and it pretty much works, although I've broken one or two things in the process.

You may find it easier to download an old ndslib if you want to build the 0.4 sources.

#59520 - aqerty - Wed Nov 02, 2005 11:17 am

Thanks agentq, I did most of the changes too but I will wait for next release so we do not duplicate changes.

#59917 - Darkflame - Sat Nov 05, 2005 2:22 pm

This is just a surgestion, but how about a feature in ScummDS that lets you load up a specific game automaticaly?
That is, you can turn on a feature that makes it default to a pre-set scumm game if you dont press any buttons.

At the moment its Load DS>>Moonshell>>Scumm>>SelectGame>>Load Save Game>>Play

Be nice to eliminate a step from that. (or two, if a default save game loading was possible)

#59923 - Mr. Picklesworth - Sat Nov 05, 2005 4:55 pm

Those steps would also be less bother if they were done with a better callibrated stylus... I've noticed that ScummVM has the stylus callibraton way off of some other homebrew apps... A bit too high, and maybe a bit to the left as well. I think someone wrote an accurate touch screen library a while back...


It would also be fantastically handy if I could set key bindings manually... but I don't mean to pressure :)

THough I don't know for sure, this is probably rather accurate.
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#59928 - agentq - Sat Nov 05, 2005 6:38 pm

Touchscreen calibration is dead on with my DS, can anyone else comment on how it works for them?

#59941 - Chetic - Sat Nov 05, 2005 8:34 pm

Works great for me, I barely ever click the wrong thing in Zak. (When I do, it's probably out of clumsiness)
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#59993 - The 9th Sage - Sun Nov 06, 2005 4:01 am

agentq wrote:
Touchscreen calibration is dead on with my DS, can anyone else comment on how it works for them?


It seems like I have a problem in the main menu sometimes, but it doesn't seem like it's off on the actual games.
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#60057 - Darkflame - Sun Nov 06, 2005 8:00 pm

The 9th Sage wrote:
agentq wrote:
Touchscreen calibration is dead on with my DS, can anyone else comment on how it works for them?


It seems like I have a problem in the main menu sometimes, but it doesn't seem like it's off on the actual games.


Exact same problem I have.

Works perfect in the games, but the menu goes a bit funny sometimes :-/

If the menu also had D-pad controll maybe is the simple solution.

#60070 - agentq - Sun Nov 06, 2005 11:49 pm

The menu is very unresponsive which might explain the problems. It seems to work better if you press for a bit longer.

The ScummVM menu system is rather inefficient and difficult to get running well.

D-pad controls for it are on my to-do list though!

#60154 - Darkflame - Mon Nov 07, 2005 7:23 pm

That will do nicely :)

#60319 - moose - Wed Nov 09, 2005 4:37 am

Really nice work, though I noticed one oddity when I was checking it out and I did not see it mentioned in the post: there is a help button that displays the controls for the pc version of scummvm. If the help data can be modified, re-writing that for the DS version would make that section more 'helpful' ;)
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#60393 - Chetic - Wed Nov 09, 2005 11:02 pm

agentq wrote:
The menu is very unresponsive which might explain the problems. It seems to work better if you press for a bit longer.

The ScummVM menu system is rather inefficient and difficult to get running well.

D-pad controls for it are on my to-do list though!


Am I just being crazy or wouldn't it be fairly easy for you to build your own menu?
One that runs at full speed and only has the necessary features.

I'm sure it'd be easier than to optimise the menu you already have.
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#61555 - Spookey - Mon Nov 21, 2005 4:39 pm

Any info/ETA about if/when the new version arrives?

#61558 - agentq - Mon Nov 21, 2005 5:02 pm

Well, I have taken some time off work next week so it's likely I'll finish it then. No promises though.

Chetic, making a completely new interface would be a huge task as there are quite a few menu screens. I may well have a look at optimising the rendering of the menu though.

#61747 - Darkflame - Wed Nov 23, 2005 1:35 am

Ok, been playing though Sam & Max, and its mostly been working fantasticaly. (with sound/voices).

However, It crashs completely when talking to a specific person. (the fisherman).
It seems to be caused by a sound problem, because if I completely dissable the sound, I can talk to him, then re-enable it later.

Everything thing else past that point seems to work fine, so its no bother.

Just thought Id give you a heads-up there might be a miner bug with something to do with the sound. ;)

#61906 - FireSlash - Thu Nov 24, 2005 10:01 pm

DOTT (CD version with voices) works flawlessly, but Full Throttle blackscreens if you try to play it :/
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#61970 - Darkflame - Sat Nov 26, 2005 12:29 am

After some tests, I found that whole fishing area is unstable (World Of Fish).

Talking with sound triggers the crash, but also mearly trying to save in that area does too. Not a big problem, but I wonder if theres simerlar areas in other games were the save/sound dosnt work.

#61996 - Veg - Sat Nov 26, 2005 9:00 am

It's because of memory problems in that scene - the animation of the helicopter causes it, I think.
It's already been mentioned somewhere in this thread - and isn't really a bug. More a limitation of the DS.

#62032 - Dudu.exe - Sat Nov 26, 2005 6:29 pm

Darkflame wrote:
Ok, been playing though Sam & Max, and its mostly been working fantasticaly. (with sound/voices).

However, It crashs completely when talking to a specific person. (the fisherman).
It seems to be caused by a sound problem, because if I completely dissable the sound, I can talk to him, then re-enable it later.

Everything thing else past that point seems to work fine, so its no bother.

Just thought Id give you a heads-up there might be a miner bug with something to do with the sound. ;)


may be you haave a corrupted sound file!
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#62098 - Darkflame - Sun Nov 27, 2005 12:14 pm

yup, I thought that was likely, but I still get the problems with saveing even with sound disabled. (however, it dosnt actualy crash..but the emulator menus are just a green rectangles).

I'll try to investiage more to find the exact actions that cause it.
Its certainly only in that area.

Could be two seperate problems..a currupt sound file, and then some sort of conflict with something about that area.

#62276 - Darkflame - Mon Nov 28, 2005 10:46 pm

Veg wrote:
It's because of memory problems in that scene - the animation of the helicopter causes it, I think.
It's already been mentioned somewhere in this thread - and isn't really a bug. More a limitation of the DS.


Really ? Does it run out of ram then?
oh well, thanks for the explanation.

#62348 - Bertie - Tue Nov 29, 2005 10:11 pm

I found out its possible to get past a lot of the RAM heavy stuff by losing all your inventory at the carnival and then going through the section and picking up the items later.

By doing a mixture of this and skipping the RAM intensive cutscenes i found it possible to complete the game.

#62359 - Mr. Picklesworth - Wed Nov 30, 2005 12:31 am

Don't buy the games in the store... they seem to completely kill memory resources just by being in your item collection... a pretty strange flaw, but ah well.
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#62397 - Darkflame - Wed Nov 30, 2005 5:34 pm

Thanks for the warning :)

#62562 - Empyrean - Fri Dec 02, 2005 10:28 am

agentq, I don't know how to say this quite rightly, but...

I want to bear your children.

Now, I know, I know... technically, me being a male and all, it's somewhat not possible at this junction in time, HOWEVER, if in the near-to-distant future, the technology for impregnating men becomes available...

MY WOMB IS YOUR WOMB!

Hahaha... can't wait till M3 is supported (though after a freaky post like this, you may change your mind about supporting M3!)
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#62599 - agentq - Fri Dec 02, 2005 8:24 pm

Well, thanks for the offer, Empyrean. If only DS development attracted more women, then I'd have real groupies. That would be fun. Unfortunately it seems that homebrew is almost exclusively male. Oh well.

#62642 - g00gy - Sat Dec 03, 2005 12:58 pm

lol Empyrean
i think i know how you feel and it looks like agentq only wants females but atleast you tried ;)

#62647 - Laintsurge - Sat Dec 03, 2005 7:32 pm

Well they do have hired chicks at gameshows I suppose :P
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#62660 - Darkflame - Sun Dec 04, 2005 2:33 am

Their robots, unfotuntely.
Made by Nerds. Real girls dont go anywhere near those shows ;)

Incidently, I did read a sci-fi story once where humans had evolved to have a...how shall I put this...an exchangable organ?
People would change sex's during sex.

I think I'll leave you with that mental image to think about :p

#62759 - Empyrean - Mon Dec 05, 2005 2:32 pm

...wow.
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#62772 - Darkflame - Mon Dec 05, 2005 5:18 pm

Actualy, I found it:
http://gregegan.customer.netspace.net.au/OCEANIC/Complete/Oceanic.html

pretty good story too...

#62781 - duplicate - Mon Dec 05, 2005 6:51 pm

yay i cant wait for the next release of scummvm ds :D
it seems promosing... i wonder what changes will take place ooh the mystery

#62787 - g00gy - Mon Dec 05, 2005 7:14 pm

yeah it seems like the agent is gonna make alot of changes.
everything works good so far except for 30meg cap size.
maybe we will be able to alter the resizing of the image so games like zak mckraken's writing is readable cos yeknow its on the top. but thats no issue becuase we can move the screen.

any good luck agent 007 uhh.. i mean Q

#62806 - agentq - Tue Dec 06, 2005 12:13 am

You can press select to make the text in Zak more readable.

Not perfect, but still.

#62822 - XDelusion - Tue Dec 06, 2005 7:07 am

So I'm supposed to zip up my game files using the "NO COMPRESSION OPTION" which is where again in what program? Winzip?

#62826 - MaHe - Tue Dec 06, 2005 7:43 am

It means it MUSTN'T be zipped. If you've got your game in a .zip or .rar just extract it to a random folder (ex. mp:\Games\ScummVM\DOTT) like I did.

P.S.: AgentQ you rock! Are the non-LucasArt games such as The Flight of the Amazon Queen and Beneath a Steel Sky supported?

#62829 - XDelusion - Tue Dec 06, 2005 7:51 am

---EDIT---


Got it, not sure why he's talking about zipping and what not in the docs. It just works like it does on the PC or XBOX pretty much.



Man this is amazing!!! All it really seems to lack so far is a little extra VOLUME! I can hardly hear a thing without head phones and a perfectly silent room even with the volume cranked.

Also some text is hard to read on the lower screen as it gets cut off in some games, though with such a low res, it's going to be tricky to fix that.

Very interesting interface, and I like how the upper camera almost follows everything they say!


Last edited by XDelusion on Tue Dec 06, 2005 9:28 am; edited 1 time in total

#62834 - g00gy - Tue Dec 06, 2005 9:09 am

yeah i also seem to have a problem with the volume maybe in the next release its much louder.

#62845 - agentq - Tue Dec 06, 2005 10:51 am

The Zip file stuff is only for use with a GBA flash cart, because it doesn't have it's own file system.

#63137 - sbell - Fri Dec 09, 2005 1:51 am

Heh, my morning routine now always includes a check to see if that day will be the day that I can play talkies with my M3 :)

#63170 - g00gy - Fri Dec 09, 2005 9:08 am

hahaha same look at the time 8:07am i just woke up and im checking lol

#63174 - agentq - Fri Dec 09, 2005 10:36 am

That makes me feel really guilty whenever an evening goes past without me working on it. :-(

#63182 - MaHe - Fri Dec 09, 2005 1:34 pm

Don't worry.
I'm just wondering why Day of The Tentacle Talkie doesn't seem to be working (no sound!), but Non-talkie edition works flawlessly.

#63185 - agentq - Fri Dec 09, 2005 2:07 pm

Are you running DOTT on the GBAMP? If so, I'm not sure why the should wouldn't work.

#63188 - MaHe - Fri Dec 09, 2005 3:40 pm

Yes, I do. :(

If I put the file with speech in the folder, the subtitles are gone, but there's no sound!

#63189 - agentq - Fri Dec 09, 2005 3:46 pm

Are you sure your file is the original sound file and not an ogg or mp3 version? Is your file called monster.sou?

#63190 - FireSlash - Fri Dec 09, 2005 3:49 pm

Talkie version of DOTT works fine for me.

You're putting the MONSTER.SOU file in the same directory (Not the Maniac sub-dir), right?

Also, the file should be 268,965,339 bytes (256mb)

Oh, and last, make sure sound/voices are turned on and the volume is up in scummvm. The ini gets kinda flakey after a few runs, so check those settings regularly :P
_________________
FireSlash.net

#63193 - THATinkjar - Fri Dec 09, 2005 4:13 pm

This is my first post :)

I have really only registered to say thank you for SCUMMVM DS. I am absolutely over the moon to be able to play some of my favourite games of all time (namely Monkey Island and DOTT, etc) on a handheld (not to mention my favourite handheld!). So a huge thanks to the developers for putting together this.

While I'm here... (my real intentions are about to be revealed)... any news as to when we might see the new version release? I'm dying to put the CD versions on my M3 Adapter (Compact Flash version) on my DS. It doesn't feel the same without them.

Any news would be great. I know you're all working hard, and I don't want to rush things, I just check here daily for some news, and I always get my hopes up :)

#63199 - sbell - Fri Dec 09, 2005 6:14 pm

agentq wrote:
That makes me feel really guilty whenever an evening goes past without me working on it. :-(


Heh, didn't mean to make you feel guilty. I'm just glad that you work on it at all :)


Last edited by sbell on Fri Dec 09, 2005 7:12 pm; edited 1 time in total

#63201 - Chetic - Fri Dec 09, 2005 6:46 pm

Geeze, THATinkjar...
He's one person, not several.
_________________
Packin':
Grey DS with FlashMe v7
1Gbit XG2T 2005 (Neoflash compatible)
GBAMP, Supercard CF, 512Mb Magic Key 3 and EZFA 256Mbit

#63208 - THATinkjar - Fri Dec 09, 2005 8:01 pm

Chetic wrote:
Geeze, THATinkjar...
He's one person, not several.


Oh, come on! I wasn't exactly demanding. I showered the guy in praise and I just asked the question.

There is no harm in ever asking a question.

#63210 - g00gy - Fri Dec 09, 2005 8:20 pm

agentq wrote:
That makes me feel really guilty whenever an evening goes past without me working on it. :-(


lol no hard feelings i would work on it too if i wasnt so damb dumb with computers i mean i cant even change one letter in rom let alone code.
but most of the reason i check up on it everyday is becuase your program has put a hope in my gray little life :D

#63343 - Darkflame - Mon Dec 12, 2005 4:00 am

Arg :(
Still playing Sam & Max here, got upto the bit with Bumpusville
It crashs a few words into the sequence where you see Bump's show.

Dispite emptying my inventory and turning the sound down to nothing, it still crashs.
(If I disable the sound completely, it dosnt let me load the save game...is that normal?)