#64274 - agentq - Tue Dec 20, 2005 9:37 pm
Yep, it's the moment you've all been waiting for, ScummVM DS v0.5 is out!
Changes in this version:
* CD audio is supported using IMA-ADPCM compressed WAV files
* Direct file system support now works on the M3 and Supercard
* An on-screen keyboard to name saves
* Interact with the zoomed view by swapping the screens over with X
* Zoom in/out by holding L and pressing A or B
* Scroll the screen with the pen while holding L
* Improved the way the zoomed view follows the talking character
* Music support in FM TOWNS games
* Sound volume improved, and sound glitching fixed
* Left handed mode
* Help screen added
* D-pad controls in the front end
* Numerous other bug fixes
Please post if it doesn't work. Post if it works too, so I know if I've uploaded a dud or not.
http://scummvm.drunkencoders.com/
#64280 - Mr. Picklesworth - Tue Dec 20, 2005 11:07 pm
Thank you, almighty One!
The menu is excellent now.
I'll test some CD music once I get this card cleaned up...
Wait... never mind. Monkey Island 1 is using ogg. Ah well...
I have a little Scumm-related question:
Is there a utility anywhere to split a game's monster.sou file into chunks? I realize that such a task would be quite fiddly, but it's worth dreaming about. (Since a 512 MB CF card costs money).
Darkflame: Sam & Max runs slowly... just play it without voices and it should be fine. It's still a great game :) It's really weird how slow it is... Day of the Tentacle is a newer game, and it runs much faster.
About my problems with touch responsiveness: That only occured when I had the screen scaled down. Now that it's easier to move it around, I don't think I'll be bothered anymore :)
A suggestion: I'm not sure if this has been done or not because I haven't played with this version for very long... I think that when the top screen view focuses on a talking character, it should make sure to be able to see all of that character's caption.
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Last edited by Mr. Picklesworth on Tue Dec 20, 2005 11:31 pm; edited 1 time in total
#64283 - agentq - Tue Dec 20, 2005 11:30 pm
Convert your Oggs to ADPCM WAV and you'll be fine. Cdex can do that easy.
I haven't noticed Sam & Max being much slower with voices than without. Perhaps it's something to do with the speed of the CF card in use?
I'm not sure there's a way to split the monster.sou file. I'm not sure anyone would have written a tool since this wouldn't be a problem on many other platforms.
And DOTT isn't newer, it's older.
#64284 - Mr. Picklesworth - Tue Dec 20, 2005 11:32 pm
Quote: |
And DOTT isn't newer, it's older. |
Woops, there I go again, messing up the flow of numbers.
Good thought about CF card speed. That would explain a lot.
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#64288 - Mithos - Wed Dec 21, 2005 12:33 am
agentq wrote: |
Yep, it's the moment you've all been waiting for, ScummVM DS v0.5 is out!
Changes in this version:
* CD audio is supported using IMA-ADPCM compressed WAV files
* Direct file system support now works on the M3 and Supercard
Please post if it doesn't work. Post if it works too, so I know if I've uploaded a dud or not.
http://scummvm.drunkencoders.com/ |
Is this ONLY for CF-cards?
I have a Supercard SD and of course it seems to not be working.
ScummVM DS 0.5 checks for CF reader and the ZIP.
#64289 - agentq - Wed Dec 21, 2005 12:36 am
Currently, there is no support for Supercard SD in chishm's FAT driver, so it won't work.
#64290 - Darkflame - Wed Dec 21, 2005 12:37 am
Fantastic!
*downloads*
Quote: |
Darkflame: Sam & Max runs slowly... just play it without voices and it should be fine. It's still a great game :) It's really weird how slow it is... Day of the Tentacle is a newer game, and it runs much faster |
nah, it works fine with sound 90%
Its out of sycn, but if you turn sub's off that dosnt mater really.
I was only complaing it crashed at two points if the sound was on. (World Of Fish + Bumpasville).
#64291 - Mithos - Wed Dec 21, 2005 12:41 am
agentq wrote: |
Currently, there is no support for Supercard SD in chishm's FAT driver, so it won't work. |
Ok, thanx, maybe next time..
Wow sound quality though is great even at just 22khz mono (Monkey Island CD converted) =)
#64292 - Dudu.exe - Wed Dec 21, 2005 12:58 am
Fate of atlantis ( the only one talkie that fits on my CF ) is not playing the SFX only the music..
there is a setting to turn it on?
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#64294 - agentq - Wed Dec 21, 2005 1:03 am
If you have compressed speech it won't work. Your audio file should be called monster.sou and not monster.so3 or monster.sog
#64296 - Dudu.exe - Wed Dec 21, 2005 1:19 am
agentq wrote: |
If you have compressed speech it won't work. Your audio file should be called monster.sou and not monster.so3 or monster.sog |
i nede modified my version.. i use it in scummvc for windows.. and works dine!
Ps: mine is monster.sou!
but i will try to download another..
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#64299 - Mr. Picklesworth - Wed Dec 21, 2005 2:29 am
Quote: |
Wow sound quality though is great even at just 22khz mono (Monkey Island CD converted) =) |
Would you like to give a little how-to for dummies like me?
I have tracks 1 to 24 all converted to Wav, with Microsoft ADPCM at 22kHz Stereo. They all have the same name as their .ogg counterparts except for the file extension.
Running it through ScummVM on the PC does not return any error messages, but I do not hear any sound... there appears to be a tiny bit of something in the background, but it sounds nothing like my sound files...
So, how did you convert yours? Is there some kind of magical naming convention that I must follow, or did I do it completely wrong?
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#64301 - agentq - Wed Dec 21, 2005 2:33 am
They will have to be mono rather than stereo files. Also, Microsoft ADPCM is different to IMA ADPCM, and won't work. I wouldn't use ScummVM under Windows as a test, as I have written my own audio player for this which is entirely different to how it is done on Windows.
Once you have your mono files, just stick them in the folder with the game data and see what happens.
There is a brief walkthrough on the ScummVM DS website on how to convert the files using a free utility called Cdex.
#64302 - Mithos - Wed Dec 21, 2005 2:35 am
Mr. Picklesworth wrote: |
Quote: | Wow sound quality though is great even at just 22khz mono (Monkey Island CD converted) =) |
Would you like to give a little how-to for dummies like me? |
Used CDex and ripped directly from my Monkey Island Madness CD too correct format specified by AgentQ in readme.
Not sure if tracknames is correct though since the PC version tracks starts at track1 not track2 as CDex names it (so manually name edit might be needed).
Can't actually test whats right or if it's working since ScummVM 0.5 don't work on Supercard SD yet.
#64303 - Mr. Picklesworth - Wed Dec 21, 2005 3:25 am
Yay! Got it going with 44kHz mono. Thanks a lot :)
That's pretty nice sound!
I keep forgetting that the DS can pull that stuff off, now that my hand isn't blocking the (one single) speaker (with the quality of a telephone as it was).
I just noticed the lefty controls, too.
I got a bit used to the righty ones, so it will take some getting used to, but it's definietly better for left handed folk. An excellent selfless act!
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#64320 - sbell - Wed Dec 21, 2005 7:34 am
Just what I wanted for Christmas, thanks Agentq! :)
#64324 - Empyrean - Wed Dec 21, 2005 8:34 am
On my M3 I tested the following so far:
- Zak McKracken and the Alien Mindbenders (FM Towns version) = working great*
- Secret of Monkey Island (CD Version) = working great*
- Loom (CD Version) = works, though I think I screwed around with the audio track it just keeps going and going (no pauses or anything)*
- Indiana Jones and the Last Crusade (256 Colour Edition) = working great
- Day of the Tentacle = working great, occasional little black bars flicker in top screen, but has no material effect
- Sam n' Max = working great, even the fish cutscene
*Indicates that CD audio was converted to 44,100 Hz, 4-Bit, Mono IMA ADPCM .WAV [using Sony SoundForge]
Definitely made my season jolly, AgentQ! A heckuvalot more than any rosy-cheeked, fat, bearded German could!
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Last edited by Empyrean on Sat Dec 24, 2005 8:26 am; edited 1 time in total
#64344 - Spookey - Wed Dec 21, 2005 2:27 pm
You might want to change this line:
* Direct file system support now works on the M3 and Supercard
Half the userbase of Supercard (SD) cant use it.
The guys who fixed SC SD support in Moonshell, could you have a look at the 0.5 source code please? =)
Great update for all the CF users.
#64346 - Takenover83 - Wed Dec 21, 2005 3:15 pm
Sadly, I also wish there was some SD(M3) support.
#64350 - captain_duck - Wed Dec 21, 2005 4:26 pm
Takenover83 wrote: |
Sadly, I also wish there was some SD(M3) support. |
Indeed, i wish it worked with the M3 SD :/. Then good times could commence playing DOTT :)
#64351 - Veg - Wed Dec 21, 2005 4:40 pm
Moan, moan, moan.
Great work, agentq! My CF card is fast filling up here.
#64352 - Mr. Picklesworth - Wed Dec 21, 2005 5:23 pm
Quote: |
Loom (CD Version) = works, though I think I screwed around with the audio track it just keeps going and going (no pauses or anything)* |
I can confirm that.
It actually seems to skip to random-seeming points in the audio track whenever I enter a new place... it seems to stop when I enter some areas... quite erratic actually, but it's the same bits of audio every time.
Perhaps there is some kind of marker in the file that the format removes?
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Last edited by Mr. Picklesworth on Wed Dec 21, 2005 5:35 pm; edited 1 time in total
#64353 - stewbidasso - Wed Dec 21, 2005 5:33 pm
don't know if I missed this, but does the save feature work correctly on a supercard CF now? I'm really excited to try this out when I get home.
#64354 - agentq - Wed Dec 21, 2005 5:43 pm
Yes, Supercard CF is fully supported. Talkie games, saves and CD audio will all work.
I will have to try out Loom CD, and see if there is a problem with the CD audio. Is it all one track? Perhaps it's just starting at the wrong place in the stream.
SD card is dependant on others who own one writing the driver for it.
#64355 - Dark Knight ez - Wed Dec 21, 2005 5:44 pm
edit for agentq: Yes, it's but one audio track.
Quote: |
Perhaps there is some kind of marker in the file that the format removes? |
I doubt that. I've fiddled around with the audio track on the Loom CD a while back, and by shifiting its position on the CD, incorrect audio was played (duh!), but for the same amount of time as was usual.
Conclusion: The game Loom has hardcoded the starting position of all the pieces of speech and such and also how long a piece needs to be played. Note that the starting position is taken from the start of the entire CD instead of from the start of the actual audio track (thus moving the audio track on the CD gave the results mentioned above).
This also means that there was no marker in the audio track itself to begin with, so there is none needed later on.
I don't know how ScummVM handles a ripped audio-track, but if it didn't change the determination of the starting position, it could be that you'd need to prepend the audio track with "nothing" worth exactly as much in bytes as the start of the Loom CD till the start of the audio track.
#64357 - Boeboe - Wed Dec 21, 2005 5:51 pm
As said before: ScummVM still can't read from supercard SD (get "CF reader not found!" message. Makes sense since I don't have the CF version, but SD SHOULD work, no?)
#64362 - agentq - Wed Dec 21, 2005 6:45 pm
Sorry, no, I should have made this clear. Only Supercard CF is supported at this time.
#64363 - MaHe - Wed Dec 21, 2005 6:49 pm
AgentQ, I want to marry you (aww, I am a male, forgot thath :( ).
Does Full Throttle work with this version?
#64372 - FireSlash - Wed Dec 21, 2005 8:08 pm
Still no Full Throttle.
Two big sexy black screens.
Tried turning music off to no effect. Probably has to do with the massive number of cutscenes in the intro.
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#64375 - agentq - Wed Dec 21, 2005 8:15 pm
It's unlikely that Full Throttle will ever work. When I tried it on an earlier version, it ran out of RAM way before showing even the first screen. Even if the extra RAM on the M3 or Supercard could be used, I think it would be very slow and a painful experience to play.
The same applies to The Dig I'm afraid.
The code to play these games was stripped out in v0.4 in order to free more RAM for the other games.
#64386 - Critical_Impact - Wed Dec 21, 2005 10:06 pm
AgentQ, do you think you could use this?
http://www.pat.hi-ho.ne.jp/~sata68/nds/ndsiotest01.lzh
It has SC CF, M3(i think) and SC SD, i looked at the files and compared them with his current 0.5 source and i think he might be able to use them together. I tried to compile with the new changes but i couldnt get it to compile even without putting in the new changes so i eventually gave up. Maybe someone else will have more luck with this.
#64390 - agentq - Wed Dec 21, 2005 10:38 pm
Yeah, it looks like someone has modified the fat driver to use SC SD. I'll take a look at getting that code building with ScummVM.
Can someone try the test app in the archive and make sure it works?
#64395 - Phonebone - Wed Dec 21, 2005 11:48 pm
What exactly, would need to be done, to convert that Supercard SD code to be able to work on the M3 SD?
Is it even known yet, how to unlock/access the card on the M3 SD?
I have an M3 SD and was thinking of diving into the M3 SD FAT problem.
I used to be proficient at C/C++, but lately it's been Delphi mainly, so I'm a bit rusty. If anyone could help get me started or provide info?
#64398 - Spookey - Wed Dec 21, 2005 11:55 pm
I tried the testapp and i could run it and check files on my SC-SD card.
#64414 - The 9th Sage - Thu Dec 22, 2005 4:07 am
Downloading now...excellent work. Now I'll start playing DoTT again, I have kind of abandoned my GBAMP since I got an M3, since just about everything works on it, heh.
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#64415 - FireSlash - Thu Dec 22, 2005 4:14 am
agentq wrote: |
It's unlikely that Full Throttle will ever work. When I tried it on an earlier version, it ran out of RAM way before showing even the first screen. Even if the extra RAM on the M3 or Supercard could be used, I think it would be very slow and a painful experience to play.
The same applies to The Dig I'm afraid.
The code to play these games was stripped out in v0.4 in order to free more RAM for the other games. |
That sucks. Any way it could work if movies were skipped? I'd love to be able to play it :/
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#64416 - Opium - Thu Dec 22, 2005 4:47 am
I just downloaded version 0.5 The improvements and save support on Supercard CF is what I've been waiting for, good stuff!
Except, I can't get it to work unfortunately. I'm using a SuperCard CF. I'm trying both the monkey island games (using scummdata.zip that worked with previous versions of scummDS). When I boot it up on my DS I get to the scumm menu and I go to select the game and click 'choose' but it tells me that it can't find any game...it's really weird does anyone know what I can try? I made sure compression was off when making the .zip files. Also version 0.5 said 'CF reader found!' so it should work...
#64417 - Dudu.exe - Thu Dec 22, 2005 4:51 am
Opium wrote: |
I just downloaded version 0.5 The improvements and save support on Supercard CF is what I've been waiting for, good stuff!
Except, I can't get it to work unfortunately. I'm using a SuperCard CF. I'm trying both the monkey island games (using scummdata.zip that worked with previous versions of scummDS). When I boot it up on my DS I get to the scumm menu and I go to select the game and click 'choose' but it tells me that it can't find any game...it's really weird does anyone know what I can try? I made sure compression was off when making the .zip files. Also version 0.5 said 'CF reader found!' so it should work... |
you dont need the zip file ...
just place the game folder in your CF and open with scumm!
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#64419 - Opium - Thu Dec 22, 2005 5:12 am
Dudu.exe wrote: |
Opium wrote: | I just downloaded version 0.5 The improvements and save support on Supercard CF is what I've been waiting for, good stuff!
Except, I can't get it to work unfortunately. I'm using a SuperCard CF. I'm trying both the monkey island games (using scummdata.zip that worked with previous versions of scummDS). When I boot it up on my DS I get to the scumm menu and I go to select the game and click 'choose' but it tells me that it can't find any game...it's really weird does anyone know what I can try? I made sure compression was off when making the .zip files. Also version 0.5 said 'CF reader found!' so it should work... |
you dont need the zip file ...
just place the game folder in your CF and open with scumm! |
I put the monkey1 folder on my CF card and also the ScummVMCode.ds.gba (renamed to .nds so it'll boot). I started it up but it keeps saying "Searching for ZIP archive. Not Found!"
So are you sure you don't need to zip up the contents of the game and use the builddata.bat file to create the game.gba.ds file you need to copy over??
#64432 - Veg - Thu Dec 22, 2005 11:03 am
The .ds.gba is the flashcart version - I think there's an .nds version in the download, which you should be using.
You shouldn't need to rename anything.
#64446 - Darkflame - Thu Dec 22, 2005 1:09 pm
This is great :)
Works for me. (GBAMP+Moonshell+Flashme)
MAJOR improvement in Sam & Max sound sycning. Its now near flawless.
The typeing system is great for saves and such too :)
The only bug so far is...
Occasionaly the logging can swap the help/controlls menu putting it off the screen :-/
#64457 - linus - Thu Dec 22, 2005 4:51 pm
Man this looks awesome cant wait for the SD version, any news (ok I know its only been 2 days)? My C skills are more theoretical than practical heh, i did look at the scumm nds filesystem code but I dont really have enough skills to even start trying to get SD code in there.
#64473 - Takenover83 - Thu Dec 22, 2005 7:36 pm
I think 0.5 is broke, it didnt work on my M3 SD (using builddata.bat), where as 0.4 did work.
#64487 - agentq - Thu Dec 22, 2005 9:02 pm
linus: It hasn't been two days, in fact it's barely been a day since Critial_Impact pointed out the SD FAT code. I had a look at it and it appears to be a modified version of an older version of the FAT driver. So it's gong to be a little more work than just rebuilding it.
Phonebone: Converting the SC SD FAT code to work on the M3 would probably just be a matter of knowing where the relevant registers are mapped into cart ROM space, and possibly an unlock code for it.
BTW, I love Delphi, it's great!
Takenover83: Does it say 'Found CF reader!' when it boots up? If it detects your SC SD as an SC CF, for example, we could be in trouble.
#64495 - Takenover83 - Thu Dec 22, 2005 11:06 pm
No I still get CF not found on 0.4 and 0.5
#64498 - agentq - Thu Dec 22, 2005 11:31 pm
You're using the .ds.gba version, right? So it should be the same as running off a flashcart, and I've just burnt one just to check and it works fine. Does it find the zip file at all?
#64501 - Takenover83 - Thu Dec 22, 2005 11:58 pm
In 0.4 yes, in 0.5 no.
#64506 - Critical_Impact - Fri Dec 23, 2005 12:54 am
Im using a SC SD, in 0.4 it finds the zip file and 0.5 it finds the zip file, in 0.5 it doesnt find the card reader(im assuming the cf card)
#64518 - Opium - Fri Dec 23, 2005 6:20 am
Veg wrote: |
The .ds.gba is the flashcart version - I think there's an .nds version in the download, which you should be using.
You shouldn't need to rename anything. |
Okay I found that.
I copy over ScummVM.nds, put it in my root folder on the CF card. Then copy over the scumm games in different folders.
ScummVM.nds wont boot if I use Flashme, I just get a white screen. When using a passme it does boot but says "Found CF reader! Switching to conifguration scummvm.ini" then doesn't do anything else. I press buttons but it doesn't do anything. The bottom screen is just black.
#64530 - Veg - Fri Dec 23, 2005 7:31 am
Well, I don't think it'll boot unless it's called "_BOOT_MP.nds", or you're using a loader like MightyMax's, which I assumed you were.
So, either use a loader to select and boot ScummVM.nds, or rename it _BOOT_MP.nds.
Having just told you you shouldn't need to rename anything, I feel rather stupid.
#64548 - Dudu.exe - Fri Dec 23, 2005 1:54 pm
im glad to see how my Swap sacreen ideia is WORKING amzing well
i loved the zoom.. the image looks very impressive.. do you use a filter or something?
I still having a little problem for conversation.. i allwais hit the wrong sentence..
i have a little ideia for Text selection
whrn you PRESS UP . and the Mouse iscon has no green button.. it makes like the mouse is on hover.. whould be nice if a button work as a click when it is in this position..
maybe DOWN button..
got the ideia??
we can press only when we sure the correct text is selected!
Ps: is i know i can ZOOM and select the text.. is anoing to navigate baqck to text after the Zoomed window focus the talking guys
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#64554 - MaHe - Fri Dec 23, 2005 2:37 pm
This is already implemented although you must use the left d-pad button. :) And you must hold your stylus on the screen :)
#64555 - Dudu.exe - Fri Dec 23, 2005 2:55 pm
MaHe wrote: |
This is already implemented although you must use the left d-pad button. :) And you must hold your stylus on the screen :) |
i will try it later.. im at work now.. thanks..
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#64604 - Phonebone - Sat Dec 24, 2005 12:07 am
agentq wrote: |
Phonebone: Converting the SC SD FAT code to work on the M3 would probably just be a matter of knowing where the relevant registers are mapped into cart ROM space, and possibly an unlock code for it.
BTW, I love Delphi, it's great! |
Thanks. I figured as much after looking at the Supercard SD code.
I already mailed the M3 guys about releasing the necessary information.
So far, no response (not really expecting much though)
And yeah, Delphi's fine, but it also means I mostly get to work on database, server/client software and some services.
I've only developed administrative systems the last few years, but I have some GBA experience.
Edit: just got their response to my request:
Danny wrote: |
Thanks for your infomation .
Due to we are very busy now .
We will improve it later .
Regards
Danny |
Here's hoping it actually means something...
#64606 - Hogmeister - Sat Dec 24, 2005 1:17 am
lol, am i the only weirdo who can't get scummvm ds to work on my m3 cf? i swear, .4 and .5 both dont work on my ds :( well they do... but then i select the curse of monkey island demo folder add the game.. press start and then bam two black screens,what in the heck am i doing wrong? i tried just copying scummvmds.nds ( it hink thats the file name, cant remember) over without the m3 software but i've also tried usign the m3 game manager thing to copy it over... no luck either way.
ah well, i could just imagine what its like and i'm sure its fantastic ! :) going to try a couple different games and hope they work.. oh well
#64607 - Opium - Sat Dec 24, 2005 1:39 am
Veg wrote: |
Well, I don't think it'll boot unless it's called "_BOOT_MP.nds", or you're using a loader like MightyMax's, which I assumed you were.
So, either use a loader to select and boot ScummVM.nds, or rename it _BOOT_MP.nds.
Having just told you you shouldn't need to rename anything, I feel rather stupid. |
it doesn't work. It does the same thing. "Found CF Reader! Switched to configuration scummvm.ini" then does nothing. The bottom screen is constantly black.
agentq (or anyone) do you have any solution? Here's what I do step by step:
1. Copy over a folder called 'monkey1' containing the Monkey Island 1 files (not zipped up).
2. Copy over ScummVM.nds into the root directory of my CF card.
3. Boot up my SuperCard in DS mode and run the ScummVM.nds
4. The top screen says "Found CF Reader! Switched to configuration scummvm.ini", nothing appears to happen. No button combination changes anything.
5. I check the CF card again with my CF reader, there is no scummvm.ini file on the CF card.
+6. I try renaming the ScummVM.nds file to _BOOT_MP.nds but the same thing happens.
#64616 - Empyrean - Sat Dec 24, 2005 8:35 am
I know this has been mentioned before, but I wonder if there's a way to make the touch-screen more accurate. I mean, everything works swimmingly, however I noticed when playing the fish-golf game in Sam n' Max, the flag markers were quite off from where I was selecting.
Though, naturally, this is a trivial matter, I just thought I'd mention it.
As far as I'm concerned, this version is the definitive must-own homebrew app for the DS. I throw praises in your general direction, AgentQ.
Wouldn't mind playing Flight of the Amazon Queen again or BASS or even one of the Broken Swords. As for Full Throttle and The Dig, well... one can only blame the limitations from Nintendo, and not any shortcomings from Agent.
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#64636 - agentq - Sat Dec 24, 2005 3:16 pm
I have thought about putting a touch screen calibration step inside ScummVM. If the calibration in the bios is doing something we're unaware of, this should make the touch screen readings accurate. ScummVM could save these settings so they wouldn't need to be done on every boot.
The RAM limitations I'm seeing are probably not an oversight on Nintendo's part. On an official game, many game assets would be accessed directly from ROM, something not possible with ScummVM as it isn't written to support this. Most computers have a disk for assets and need to load everything into RAM.
For example, Doom ran fine on the GBA with only minor limitations, and the GBA has only 256Kb of RAM. The same game required 4Mb when it was on the PC.
Of course, on a CF card, things start to look very much like the PC and it would be impossible to use assets directly from the card anyway.
As for the other games, I've been working on BASS for a few days and it's looking very good. There was a nasty bug in the engine though that has been a big problem for me, but I think it's sorted.
Opium: I'm really confused as to why it doesn't work for you, especially since other people with the M3 say it's ok. It could be to do with the format of your card. I've only been using FAT16 here, so maybe you should try copying all your files off, formatting your card with FAT16, then putting them back.
Other than that, perhaps the M3 firmware version could be an issue?
#64638 - FireSlash - Sat Dec 24, 2005 3:32 pm
agentq wrote: |
As for the other games, I've been working on BASS for a few days and it's looking very good. There was a nasty bug in the engine though that has been a big problem for me, but I think it's sorted. |
Nice. I bought BASS and never finished it... CD has been taunting me for years ^^
If you ever need a tester.... :)
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#64643 - tepples - Sat Dec 24, 2005 3:44 pm
agentq wrote: |
The RAM limitations I'm seeing are probably not an oversight on Nintendo's part. On an official game, many game assets would be accessed directly from ROM |
Only on the GBA. Official DS cards are block devices, making them more like CF or SD than like GBA ROM; things have to be loaded into RAM first.
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-- I think he moved to Tilwick.
#64668 - Darkflame - Sat Dec 24, 2005 9:53 pm
Notes on latest version:
The amount of errors in Sam & Max has increased quite a lot.
Its still playable (sound syncing is much better), but the save screen crashs more often, and some areas seem to crash at random occasionaly.
Also, I am noticed, when it "crashs" now it dosnt freeze, but resets back to the Scumm game select menu.
Odd really, because theres no exit button to do this :D
The errors seem to all be "Out of Ram", and I am gueseing they have increased because the newer version of the program is slightly bigger.
Any way to make it smaller?
Maybe by loading certain parts of ScummDS only when needed? (eg, is the keyboard kept loaded?
I dont think much is in it, it seems to be just on the threshold.
#64673 - Empyrean - Sun Dec 25, 2005 12:48 am
Quote: |
The amount of errors in Sam & Max has increased quite a lot. |
This is quite interesting, as I'm playing the game now and have gone through from beginning till the point where I am (just about to go to Frog Stone) without a single crash. I never had to empty my inventory or turn sound of or anything. I just don't have the subs enabled (purely talkie). I wonder if anyone can comment on why crashes would be hit-or-miss?
_________________
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7 is not a "t",
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#64675 - agentq - Sun Dec 25, 2005 1:42 am
tepples: Sorry, my mistake. I don't know much about the official carts. But I did a lot of work on the GBA.
Darkflame: If you were to play Sam & Max a lot in one session, you would most likely see more errors as memory would become fragmented. The amount needed will vary quite a bit.
The resetting behaviour could be due to some reset code I put in but never got to work properly. Since the Scumm games cannot quit without a memory leak, and there is no way to properly reset the DS, I don't see a way to return to the game menu.
As loading code when needed is not really an option, I can only try to squeeze the runtime data a bit more. The keyboard data is only around 8Kb and so won't make any difference. I reckon it needs about 200-300Kb to work properly. There has got to be a way, but I haven't found anything I can sqeeze yet.
#64705 - Darkflame - Sun Dec 25, 2005 9:24 pm
I do play it a lot in one session so that may be it. (all my new have been past frog rock, though).
Either way, I'll have a play tonight and try to create save games near crash points.
#64756 - Empyrean - Mon Dec 26, 2005 12:53 pm
I still find it odd. I played and finished the game in three sessions (two long [with 'sleep'], one short)... no error. No crash. Though the Yeti party has major slowdown. Nothing unplayable, though.
Also, I was in Conroy Bumpus' house when he was singing with Trixie and Bruno, and there was voice and all, but when it came to the song, the subs came on and no talkies. I don't recall whether there WAS a recorded version of the song or not. Anyone?
So far, the only bugs I've seen are infrequent tiny black rectangular bars in DoTT and slowdown in Sam n' Max. I'm on M3's version e13, by the way. I wonder if that makes a difference.
_________________
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!
#64770 - Veg - Mon Dec 26, 2005 3:03 pm
I remember having that problem with the original game on the PC... not sure what causes it (I know the song is on the CD as an audio track, but does the game read it from there as such? If so, I guess you'd need to rip it, save it as an IMA ADPCM and call it track1.wav)
Anyway, you can hear it on the Lucasarts Soundtracks site... they call it "Childhood in Brighton".
#64849 - Dudu.exe - Tue Dec 27, 2005 3:46 pm
a crosshair in HOVER mode and in TOUCH whould be amazing...
so we can press the right spot even if Touch screen inaccuracy
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#64851 - luminoth - Tue Dec 27, 2005 4:15 pm
*Newbie Alert*
Apologies in advance for using this thread to ask a few newb-questions, but I didn't think they warranted a new thread. I'm a total beginner to all things homebrew, but I'm so impressed/excited at the prospect of being able to play LucasArts games on my DS that I'm just about to buy all the required stuff. Is this everything I need?:
GBA Movie Player
Integral CompactFlash Card 64MB
PassMe2
NintendoDS (UK silver with MarioKart)
Or do I have to buy a GBA flash advance card in addition to the above (they're quite expensive)? Sorry again for abusing the thread in such a selfish way! Super-grateful for any helpful advice. Thanks!
#64854 - stewbidasso - Tue Dec 27, 2005 6:03 pm
I have a SuperCard CF and I am also having problems with the talkie version of DOTT. I was able to get the disk version of DOTT working on 0.4 but now that I have 0.5 I basically did the same thing (put the TENTACLE files and MONSTER.SOU file in a non-compressed zip and ran it through builddata).
I then have to rename the output file to a .nds extension. Then I stick it on the card and launch it fromt he menu, and scumm menu comes up and says that the CF is found, but when I try to add a game it says it can't find any games.
Do I have to do anything with that MONSTER.SOU file? I know the new instructions talk about changing cd audio sound files, but I didn't think the .SOU files counted. Am I missing something? My output talkie file ends up being like 260MB and that makes it take forever to launch scummvm, but it does eventually launch, just doesn't see the game files.
Do I have to put more than just the 2 TENTACLE files and the MONSTER.SOU file in the zip file (with 0.4 those 3 files were the only ones I put in and it worked like a charm)?
#64857 - Dudu.exe - Tue Dec 27, 2005 6:55 pm
stewbidasso wrote: |
I have a SuperCard CF and I am also having problems with the talkie version of DOTT. I was able to get the disk version of DOTT working on 0.4 but now that I have 0.5 I basically did the same thing (put the TENTACLE files and MONSTER.SOU file in a non-compressed zip and ran it through builddata).
I then have to rename the output file to a .nds extension. Then I stick it on the card and launch it fromt he menu, and scumm menu comes up and says that the CF is found, but when I try to add a game it says it can't find any games.
Do I have to do anything with that MONSTER.SOU file? I know the new instructions talk about changing cd audio sound files, but I didn't think the .SOU files counted. Am I missing something? My output talkie file ends up being like 260MB and that makes it take forever to launch scummvm, but it does eventually launch, just doesn't see the game files.
Do I have to put more than just the 2 TENTACLE files and the MONSTER.SOU file in the zip file (with 0.4 those 3 files were the only ones
I put in and it worked like a charm)? |
the zip file mode is just or normal card.. ( only 30 MB maximum.. so no talkie in this method )
for Gbamp , m3 and supercard just put the game folder in your Cf .. ( NOT THE ZIP FILE )
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#64858 - Mr. Picklesworth - Tue Dec 27, 2005 7:20 pm
luminoth wrote: |
Is this everything I need? |
Actually, this didn't warrant a post at all, because I'm pretty sure there is a stickied FAQ with your question on it.
I'll help you, though:
Yes, you have the list of components right. However, you can't use a GBAMP with PassMe2, because PassMe2 requires SRAM (which GBAMP lacks). First, you should check to make sure whether you have the old firmware, which PassMe1 is compatible with. If you can use PassMe1, stick with the GBAMP. If you do, in fact, need PassMe2, you will need to get a cart that has SRAM. The two CF adapters that have SRAM are Supercard and M3. You do not need an additional game cart.
_________________
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#64866 - luminoth - Tue Dec 27, 2005 10:15 pm
Mr. Picklesworth wrote: |
Actually, this didn't warrant a post at all, because I'm pretty sure there is a stickied FAQ with your question on it.
I'll help you, though:
Yes, you have the list of components right. However, you can't use a GBAMP with PassMe2, because PassMe2 requires SRAM (which GBAMP lacks). First, you should check to make sure whether you have the old firmware, which PassMe1 is compatible with. If you can use PassMe1, stick with the GBAMP. If you do, in fact, need PassMe2, you will need to get a cart that has SRAM. The two CF adapters that have SRAM are Supercard and M3. You do not need an additional game cart. |
Thanks for replying. I checked my DS serial number against this list and I think I have old firmware, despite having bought my DS a couple of weeks ago (it's a silver DS, United Kingdom, serial number NEF107****3). Hopefully that means I can use the GBAMP with PassMe. But perhaps I should take my queries to the DS Flash Equipment forum (which I just discovered!).
Last edited by luminoth on Tue Dec 27, 2005 10:18 pm; edited 1 time in total
#64867 - stewbidasso - Tue Dec 27, 2005 10:17 pm
Dudu.exe wrote: |
stewbidasso wrote: | I have a SuperCard CF and I am also having problems with the talkie version of DOTT. I was able to get the disk version of DOTT working on 0.4 but now that I have 0.5 I basically did the same thing (put the TENTACLE files and MONSTER.SOU file in a non-compressed zip and ran it through builddata).
I then have to rename the output file to a .nds extension. Then I stick it on the card and launch it fromt he menu, and scumm menu comes up and says that the CF is found, but when I try to add a game it says it can't find any games.
Do I have to do anything with that MONSTER.SOU file? I know the new instructions talk about changing cd audio sound files, but I didn't think the .SOU files counted. Am I missing something? My output talkie file ends up being like 260MB and that makes it take forever to launch scummvm, but it does eventually launch, just doesn't see the game files.
Do I have to put more than just the 2 TENTACLE files and the MONSTER.SOU file in the zip file (with 0.4 those 3 files were the only ones
I put in and it worked like a charm)? |
the zip file mode is just or normal card.. ( only 30 MB maximum.. so no talkie in this method )
for Gbamp , m3 and supercard just put the game folder in your Cf .. ( NOT THE ZIP FILE ) |
I'm sorry, I don't quite understand what you mean. Are you saying that you only create that zip file with the non-talkie versions, and that I should just place the 2 TENTACLE files and the MONSTER.SOU file on the CF card (not in a zip file)? What do I run the builddata on then if I don't have a zip file with the game files in it? How would I launch SCUMM on my DS if I don't do that? Thanks for your help Dudu.exe.
#64882 - agentq - Wed Dec 28, 2005 1:29 am
When you're using CF cards like the Supercard that are directly supported by ScummVM, you don't need to use the Zip file or builddata.bat. Just copy ScummVMCode.ds.gba (renamed to .nds on the Supercard, I think) onto your card and the game data can go in any directory.
When you click Add Game you will be able to browse the directories on the CF to choose the one with the game in it.
luminoth: If you bought your DS with Mariokart, you almost certainly have the new firmware, as that pack is very recent. So you'll need a PassMe2
#64889 - Dudu.exe - Wed Dec 28, 2005 3:05 am
Aqentq... any chances of a crosshair on hover mode?
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#65010 - agentq - Thu Dec 29, 2005 1:53 pm
Yeah, that won't be too much of a problem to have the mouse cursor display. I didn't do it originally because I thought it would just get in the way, and you had your pen to show you where you were touching anyway.
I will definately make it optional though.
#65019 - tepples - Thu Dec 29, 2005 4:26 pm
agentq wrote: |
Yeah, that won't be too much of a problem to have the mouse cursor display. I didn't do it originally because I thought it would just get in the way, and you had your pen to show you where you were touching anyway. |
It would be nice even as a debugging tool to see if ScummVM isn't reading the touch screen correctly. This seems to be a problem with some DS units.
_________________
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-- Who?
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-- I think he moved to Tilwick.
#65031 - stewbidasso - Thu Dec 29, 2005 5:32 pm
Thanks Agentq and Dudu, I got it working last night by just copying the games over and then renaming the scummvm.ds.gba file to scummvm.nds and then launching that and picking the folders that have the game files in them.
I put 2 games on my DS, the talkie version of DOTT and then Monkey Island 2. I loaded DOTT and it worked great. I got past the super battery plans part just to make sure it wasn't going to goof up on the verification part like my disk version did (it went right past it, I knew it would, just thought I'd check). I then saved and used the new keyboard (great addition Agentq, it works perfectly).
Then I turned off and on the DS to load Monkey Island, that seemed to work ok, I had to pass some copy protection screen, but I just entered whatever and it worked and let me into the game. I played just enough to make sure it worked and then turned off the DS.
The next time I turned on the DS to show my wife (she wants to play DOTT, she saw me play it but she's never played it before), the scummvm file was reverted to a .ds.gba extension. I haven't had a chance to go back and rename it .nds, but will try that tonight (I expect it will start working after I do that).
Has anyone else had problems with this file reverting to the original extension? I don't know why it would (I would have guessed that maybe the saving in DOTT rewrote the file to .ds.gba, but I did that before I loaded Monkey Island 2, and it was only after I played Monkey Island 2 that it renamed). Maybe it's just a fluke, I want to go home and rename the file and see if I can recreate the problem to find out what is causing it to revert, but I just didn't have a chance to yet.
#65035 - MaHe - Thu Dec 29, 2005 7:22 pm
Strange.
(I keep DSLinux installed as a filemanager in case if something like that happens :) )
#65145 - stewbidasso - Fri Dec 30, 2005 5:15 pm
I think I figured it out. I never ran the builddata batch file at all, I just copied over the included ScummVM.nds code, and every time I would save, it would erase the ScummVM.nds and replace it with a file named ScummCMCode.ds.gba, but the file would be 0k.
I think I fixed it by running the builddata batch file (with no scummdata.zip file in there, just running it by itself) and taking the outputed file, renaming it to extension .nds, and then copying that file along with the ScummVMCode.ds.gba file that is 1,320KB into the same directory. Now when I save and play, it doesn't seem to goof it up. I tested it a bunch last night and I think it's working perfectly now.
#65147 - agentq - Fri Dec 30, 2005 5:27 pm
Did you eject your CF card from your computer before unplugging it?
Running builddata with no zip file will do nothing but copy the ScumMVMCode.ds.gba file to ScummVM.ds.gba. That should make no difference at all.
#65154 - stewbidasso - Fri Dec 30, 2005 6:34 pm
I guess then that I needed to have a copy of the .nds and the .ds.gba file in there for some reason as that is what seemed to fix it. Running the builddata batch file was an unnecassary step, but the other stuff seems to have fixed it.
#65867 - g00gy - Fri Jan 06, 2006 9:19 am
i just got back from my holiday (vacation) and i was like 'waaaa' 0.5 is out at last after all that waiting but sadly i saw that sd still needs support i have only SD:(.
anyway im still happy about this release il still keep playing the games that are under 30megs the keyboard system is kool now now i can name my saves :D.
thanks agentq.
just a questions
do games like simon the sorcerer work?
#65989 - FoxTigger - Sat Jan 07, 2006 11:16 am
Hi @ll,
ScummVM DS 0.4 is working on M3 SD,
but the good new features and bugfixes are only with 0.5 =(
Quote: |
Great new things in 0.5 but can?t use because only 0.4 works on M3 SD
# An on-screen keyboard to name saves
# Interact with the zoomed view by swapping the screens over with X
# Zoom in/out by holding L and pressing A or B
# Scroll the screen with the pen while holding L
# Improved the way the zoomed view follows the talking character
# Music support in FM TOWNS games
# Sound volume improved, and sound glitching fixed |
I hope a new version comes soon or is there anyone out there who can change this in the sourcecode of 0.5
Plz, Plz, plz... =(
Greetz,
FoxTigger
_________________
-=[Silver VIP DS with V6]=-
-=[M3 Adapter SD]=-
-=[Kingston 512MB]=-
-=[SanDisk 1GB]=-
#66000 - agentq - Sat Jan 07, 2006 2:16 pm
Nobody can change the source code without the information on the hardware docs. So you should be asking the makers of the M3, and not me. Until they release the docs there's little chance of it being supported by any homebrew.
Although you should be able to use the flashcart version. I'm not sure why that doesn't work, since it should treat the M3 as a normal Flashcart. Can anyone else with an M3 SD give any tips?
#66009 - Durandle - Sat Jan 07, 2006 3:31 pm
Hey I've read that support for games such as FullThrottle and The DiG wont get support because of the memory they use is just too much.
I had an idea lastnight which may be total bull - but I'm gonna voice it anyway :P
I'm guesing the memory gets eaten up by large image files and audio tracks - so how about a on-the-fly image compression system? When a call is made to load an image, the image is converted to a smaller format - one thats scaled to the 256*192 screen, at 16bit (or 8bit if the source is already) and uses whatever image format would be small in memory. It way well inscreas load times quite a bit, but its an idea...
feel free to tell me how wrong I am :D
#66018 - FoxTigger - Sat Jan 07, 2006 5:01 pm
Hi,
with 0.4 i can play some of the games,
but with 0.5 i get 2 error msgs.
1. there is no CF card
2. there is no zip file
i don?t want play games over 30mb, only the normal ones with text, like monkey 1 & 2 without extra audio
they work with 0.4, but not in 0.5, there comes every time the same error =(
Greetz,
FoxTigger
_________________
-=[Silver VIP DS with V6]=-
-=[M3 Adapter SD]=-
-=[Kingston 512MB]=-
-=[SanDisk 1GB]=-
#66024 - g00gy - Sat Jan 07, 2006 6:00 pm
you might not want games over 30meg capability but nearly all the SD comunity are awaiting it have done so since we heard about scummvm ds and its capabitlites. we applaud agentq on his work and fast perfectionism on this project probably the best emulator for the Ds is scummvm DS and it would really be appreciated if we had the capability to play games over 30megs.
As soon as i can help the agent find a good source for SD i will reply but im kinda of a n00b on this subject.
and another thing that can be fixed until the 30 meg rule is broken is saving capability im sure alot of us are tired of using the QVC method on the SD.
#66065 - chishm - Sun Jan 08, 2006 12:10 am
agentq wrote: |
Although you should be able to use the flashcart version. I'm not sure why that doesn't work, since it should treat the M3 as a normal Flashcart. Can anyone else with an M3 SD give any tips? |
This may be because gba_nds_fat tests for an M3 CF version using the M3 CF unlock sequence. If this is the same sequence as used on the SD version, then it will disable the M3's internal RAM.
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#66125 - g00gy - Sun Jan 08, 2006 11:27 am
wow i never knew this stuff was this hard.
anyway i found another problem the zak mckraken fm towns version i cant seem to scroll down the items maybe we can make it scrollable?
#66127 - pepsiman - Sun Jan 08, 2006 11:54 am
chishm wrote: |
This may be because gba_nds_fat tests for an M3 CF version using the M3 CF unlock sequence. If this is the same sequence as used on the SD version, then it will disable the M3's internal RAM. |
Has anyone found the sequence to undo the M3 CF unlock sequence?
I need it for dslinux.
#66161 - El Hobito - Sun Jan 08, 2006 5:17 pm
pepsiman wrote: |
chishm wrote: | This may be because gba_nds_fat tests for an M3 CF version using the M3 CF unlock sequence. If this is the same sequence as used on the SD version, then it will disable the M3's internal RAM. |
Has anyone found the sequence to undo the M3 CF unlock sequence?
I need it for dslinux. |
could you not set it back to what it was before it was unlocked?
#66208 - agentq - Mon Jan 09, 2006 12:50 am
A possible solution to this would be to search for the Zip file in ROM address space before unlocking the CF cards. Then if a zip file was found we wouldn't perform the unlock sequence.
g00gy: it seems the FM-towns games are a different resolution and the screen is cut off at the bottom. I'm going to have to look into that for the next version.
And yes, this stuff is pretty hard. It has been a lot of work getting things to work as well as they do.
Currently Simon the Sorceror doesn't work, but in a future release it could, along with Beneith a Steel Sky and perhaps some of the others. I would need to make a separate .ds.gba/.nds file for it though as it can't be built into the same file because of the limited memory available.
#66238 - tepples - Mon Jan 09, 2006 6:02 am
agentq wrote: |
A possible solution to this would be to search for the Zip file in ROM address space before unlocking the CF cards. Then if a zip file was found we wouldn't perform the unlock sequence. |
But wouldn't a GBFS style linear probe lock up the GBAMP? Or does that only apply to the firmware?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#66250 - chishm - Mon Jan 09, 2006 7:06 am
tepples wrote: |
But wouldn't a GBFS style linear probe lock up the GBAMP? Or does that only apply to the firmware? |
Only applies to the firmware.
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#66269 - pepsiman - Mon Jan 09, 2006 11:39 am
El Hobito wrote: |
could you not set it back to what it was before it was unlocked? |
That's what I want to do, any idea how?
#66392 - MayorDan - Tue Jan 10, 2006 9:15 am
I have an SD M3. I understand that 0.5 does not work and that people are resorting to 0.4 which does work. What I don't understand is what I'm doing wrong. 0.5 is the only version that will even load up. I copy over the 0.4 .nds file and a scummdata.zip and go to load it up and the M3 software gives me a "System parameter fail! System will be shut down!" error. Same thing happens with 0.3. Anyone get this error and know how to fix it?
Also I tried building the .gba file, copying all the gba files over and trying to work this through the gba mode but it loads the rom and gets stuck at a black screen. :(
I'm doomed to a SCUMMVM DSless existence I think. :'(
Any pointers would be greatly appreciated.
#66431 - MayorDan - Tue Jan 10, 2006 7:49 pm
In addition to my last post i have another question:
Does it really make a difference if i use flashme? i've ran ds roms and gba roms with my m3 and passkey without it. do i really need it for scummvm ds?
#66464 - El Hobito - Tue Jan 10, 2006 11:59 pm
chishm wrote: |
agentq wrote: | Although you should be able to use the flashcart version. I'm not sure why that doesn't work, since it should treat the M3 as a normal Flashcart. Can anyone else with an M3 SD give any tips? |
This may be because gba_nds_fat tests for an M3 CF version using the M3 CF unlock sequence. If this is the same sequence as used on the SD version, then it will disable the M3's internal RAM. |
Hang on a minute though why does it disable the internal ram? you can use them both at the same time in its firmware since how else would it be able to load roms larger than 4 megs? perhaps theres a different code for enabling both?
#66486 - The 9th Sage - Wed Jan 11, 2006 5:27 am
El Hobito wrote: |
chishm wrote: | agentq wrote: | Although you should be able to use the flashcart version. I'm not sure why that doesn't work, since it should treat the M3 as a normal Flashcart. Can anyone else with an M3 SD give any tips? |
This may be because gba_nds_fat tests for an M3 CF version using the M3 CF unlock sequence. If this is the same sequence as used on the SD version, then it will disable the M3's internal RAM. | Hang on a minute though why does it disable the internal ram? you can use them both at the same time in its firmware since how else would it be able to load roms larger than 4 megs? perhaps theres a different code for enabling both? |
I seem to remember hearing that it requires a different unlock sequence to be able to use the RAM at the same time as the CF card.
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#66569 - agentq - Thu Jan 12, 2006 12:29 am
ROMs could easily be loaded by copying them in to the internal RAM a meg at a time, disabling the CF card, then copying it to the M3's RAM. There's no need for both to be active at once.
Since 32Mb of on board RAM would fill the entire cart address space, there would be no room for the CF registers. Unless these were mapped into Save RAM space or something like that.
#66697 - g00gy - Fri Jan 13, 2006 12:33 am
ahh so does this mean there will be a hope for Direct file system support with SC SD? and is it a complicated procedure?
#66837 - agentq - Fri Jan 13, 2006 8:16 pm
This has nothing to do with direct file system support on the SC SD.
But since you asked, I am going to see if someone else integrates the code with the FAT driver before my next release is ready. If nobody does it, I might give it a go.
#66852 - g00gy - Fri Jan 13, 2006 9:34 pm
go agent go agent go agent
agents our man if he cant do it no one umm.... will
you have my full support i wish i was a wizz at this stuff so i can be of help but i guess all i can offer is respect and support
#66882 - El Hobito - Sat Jan 14, 2006 2:25 am
agentq wrote: |
ROMs could easily be loaded by copying them in to the internal RAM a meg at a time, disabling the CF card, then copying it to the M3's RAM. There's no need for both to be active at once.
Since 32Mb of on board RAM would fill the entire cart address space, there would be no room for the CF registers. Unless these were mapped into Save RAM space or something like that. |
if it did that though wouldnt there be a delay? it would load a bit stop then load a bit more, but it doesnt it loads rather smoothly. It could well be possible that the loading is done all internally, so therefore the address space of the gba port would be irrelevant. Also it writes to the cf card when saving to sram surely would it cause it to mess up if it disabled the ram if it doesnt all i can say i'm amazined such a hacky method works so well.
in any case surely the method you describe would be adequate for ds linux's use?
#67569 - g00gy - Thu Jan 19, 2006 2:43 am
maybe theres a way to allow the zip file to be compressed and be read from the program that way we can play games under 30megs. or is the uncompression hard. becuase this will also save loading time on the SD and CF
#67578 - The 9th Sage - Thu Jan 19, 2006 4:08 am
agentq wrote: |
ROMs could easily be loaded by copying them in to the internal RAM a meg at a time, disabling the CF card, then copying it to the M3's RAM. There's no need for both to be active at once.
Since 32Mb of on board RAM would fill the entire cart address space, there would be no room for the CF registers. Unless these were mapped into Save RAM space or something like that. |
Hm...there was some talk, on the chinese M3 website apparently, of them putting into place a system of directly reading games from the compact flash and caching files in the built in RAM....I'd think this would require access to both the CF and RAM at the same time since it'd be pretty bad if the game froze up while some file was being transfered to RAM...if this was something that wasn't possible I don't know why they would be talking about doing this.
But who knows...I guess I'm just hoping (wishful thinking ^_^)that you can use the CF and the RAM at the same time somehow since it would enhance some DS homebrew like ScummVM DS since it sounds like it's hitting some limitations on the RAM of the DS.
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#67580 - Dudu.exe - Thu Jan 19, 2006 4:40 am
Sog or so3 suport whould be amazing =p
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#67940 - g00gy - Sat Jan 21, 2006 12:05 pm
is the ds even capable of emulating sog or so3 im just curious
#67954 - Dudu.exe - Sat Jan 21, 2006 3:57 pm
g00gy wrote: |
is the ds even capable of emulating sog or so3 im just curious |
Sog is SOU converted to OGG
and SO3 is SOU converted to Mp3
and moonshell plays this kind of file easely
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#67959 - mntorankusu - Sat Jan 21, 2006 4:48 pm
Dudu.exe wrote: |
g00gy wrote: | is the ds even capable of emulating sog or so3 im just curious |
Sog is SOU converted to OGG
and SO3 is SOU converted to Mp3
and moonshell plays this kind of file easely |
But whether or not ScummVM could play these and run the game at the same time remains to be seen. I'm guessing not.
#67962 - g00gy - Sat Jan 21, 2006 5:32 pm
what about converting to .WAV im not sure im kinds new to this stuff but it might be possible
#67973 - agentq - Sat Jan 21, 2006 8:38 pm
What does WAV mean to you?
WAV isn't an encoder format, and can hold almost any kind of sample format, including many that are worse than the one Scumm games use, which I think is some kind of ADPCM.
#67976 - g00gy - Sat Jan 21, 2006 9:15 pm
o sorry didnt really know, as i said im new to this stuff.
anyway i doubt making it compatible with sog or so3 is a must id imagine the SCSD is enough of a problem as it is.
it still amazes me that the DS can emulate such an excellent system with no flaws while it cant even emulate snes or genisis (slowdowns)
#67992 - zubiac - Sat Jan 21, 2006 10:31 pm
g00gy wrote: |
o sorry didnt really know, as i said im new to this stuff.
anyway i doubt making it compatible with sog or so3 is a must id imagine the SCSD is enough of a problem as it is.
it still amazes me that the DS can emulate such an excellent system with no flaws while it cant even emulate snes or genisis (slowdowns) |
it emulates many snes games fine(SNESDS).Once the emulator is updated,expect to play all SNES games almost perfectly(exept chipped games ala Starfox etc).
and there isn't a playable genesis emulator for DS yet.Just a proof of concept by liraluna.But I'm pretty sure that the DS would emulate genesis fine too.if only there wasn't this stupid resolution of the genesis.
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#67994 - linus - Sat Jan 21, 2006 10:44 pm
as always with any unofficial development it is mostly done in peoples spare time. there are some extremely talented people working on things but being extremely talented im sure theyre also extremely busy. with the amount of things loopy does its really impressive that hes even managed to get snesds where it is.
so its not really the ds thats at fault just that people developing for it mainly do it as a hobby.
anyway this is pretty off topic so... how do people find scummvm? i think its near perfect, i havent had a chance to test the audio to the max (im an SD user)
so thatll do from me,
linus
#68018 - g00gy - Sun Jan 22, 2006 1:45 am
i would say yeah scummvmds is in my belief the best emulator for the DS everything is perfect but since im also an SD user i havent had chance to try out the talkies. its amazing what the agent seems to have done thanks to him he keeps on perfecting it
#68021 - Mr. Picklesworth - Sun Jan 22, 2006 1:48 am
Yup, Scumm DS is amazing :)
I had missed all those amazing adventure games, and finally I can go back in time to play them! DOTT is one of the best and most immersive games ever! Don't believe me? About three quarters of the way through, try to explain to somebody who has never seen the game what's going on.
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#68169 - Empyrean - Sun Jan 22, 2006 11:09 pm
I love all the homebrew projects, really. They're all great and are a direct indication of how much love developers really put into these non-profit projects.
With ScummVM, we see a project that truly has started from scratch to its final (or near-final) stage. I played through DoTT and Sam n' Max so far and I loved every minute of it. Even though I'm busy with coursework and tests, I try to fit in some Monkey Island time, too.
Really, agentq probably thinks of this as just a side-project, but it seriously has provided tons of us DS-owners with genuine nostalgic entertainment. And for that, the scene is deeply entrenched in debt to him.
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#68189 - g00gy - Mon Jan 23, 2006 1:10 am
i just cant wait and would love it when il be able to play talkie becuase im an SD user.
and as the agent said that other scummvm games like BASS or simon the sorceror will become playable it will truly be the best DS emu
#68191 - linus - Mon Jan 23, 2006 1:18 am
well i wasnt gonna say anything but scummvm 0.5 works on the SD with the latest fat driver from moonshell.
ive told agentq and hopefully he'll make a release.
#68252 - g00gy - Mon Jan 23, 2006 9:09 am
wow really so if i run scummvm 0.5 on moonshell now the talkies will work?
#68253 - Critical_Impact - Mon Jan 23, 2006 9:21 am
Linus, you wouldnt be able to send me an nds file compiled for SC SD would you? I've tried doing it myself, twice, but i always get errors
#68263 - linus - Mon Jan 23, 2006 11:12 am
g00gy wrote: |
wow really so if i run scummvm 0.5 on moonshell now the talkies will work? |
Nope you have to get the source of moonshell, take out the fat driver put it into the source of scummvm.
Critical_Impact:
Yeah I couldnt get it either at first, I needed to add the following lines into disc_io.h just below the header #includes:
#ifdef __cplusplus
extern "C" {
#endif
And the following lines just before the final #endif
#ifdef __cplusplus
}
#endif
If you still cant get it to work ill give you a link - but im a bit dubious because I dont want people to download an unofficial version (its not my app) and a version thats not tested.
Im getting some echo on the voices in sam n max im going to try a slightly different version of the moonshell source.
Let me know how you get on!
#68264 - Critical_Impact - Mon Jan 23, 2006 11:22 am
Linus, thanks for that but im getting other errors, my arm7 builds fine but i get a whole bunch of "volatile struct sTransferRegion" has no member named 'adpcm'
If you could send the compiled version to criticalimpact@gmail.com that'd be great, im gonna keep working on the errors im having anyway, i think i had these errors last time.
#68265 - linus - Mon Jan 23, 2006 11:27 am
yeah those errors are because he uses a different version of ipc.h go to ur nds lib and rename ipc.h to something else and then the compiler will use his one
also i had to edit the makefile from this:
SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
to this to include the scsd.s file
SFILES := $(foreach dir,$(SOURCES),$(wildcard $(dir)/*.s))
bear in mind this is the arm9 makefile.
ill send you the file anyway - but its a worthwhile exercise getting this to compile
#68269 - Critical_Impact - Mon Jan 23, 2006 11:46 am
Alright its gotten past those errors, thank you very much linus
#68271 - linus - Mon Jan 23, 2006 11:55 am
are you getting dodgey sound? i think this moonshell fat uses cpu rather than dma so it slows things down. i dont have one of the moonshell tests that used dma (i dont even know if they worked for the SCSD) and theyre all gone now :(
#68278 - Critical_Impact - Mon Jan 23, 2006 1:14 pm
Yes i get echoed sound too :(
#68298 - g00gy - Mon Jan 23, 2006 5:23 pm
so if it uses the moonshell fat it can play mp3 in the scummvm games.
hope fully the echoed sound problem is fixable though
maybe someone could tell us step by step how to get talkies running on SD just to test it out and im sure some other SD users have gotten impatient
#68302 - linus - Mon Jan 23, 2006 5:41 pm
your misunderstanding what the fat driver does - it just gets files from the media card - it doesnt have anything to do with scummvm or moonshell.
it doesnt work very well at the mo so there isnt much point giving out the compiled version. but i believe agentq will be on the case soon :)
#68742 - g00gy - Thu Jan 26, 2006 5:15 pm
is removing the echo even possible will the moonshell team let us edit there source code?
#68841 - Critical_Impact - Fri Jan 27, 2006 1:21 am
The moonshell team has nothing to do with this, the fat driver has nothing to do with this, the echoing sound bug is caused probably by the way scummvm ds reads sd cards and only agentq can fix this. Wait for him to release a new version and it should probably support sc sd and m3 sd maybe
#69303 - RavenWorks - Sun Jan 29, 2006 9:56 pm
Just some quick questions about scaling/zooming views...
What difference do "Fullscreen mode" and "Aspect ratio correction" make when you check them off?
Also, is there any way to make the 'zoomed view' show at 1:1? What I'd like is to have the touch screen in its 'squished' complete view, and the other screen scrolling around as usual, but without it being all pixelated from being zoomed-in slightly... it doesn't seem to zoom all the way out, is all.
My last question is just out of curiosity: What was the original resolution of Monkey Island I + II, and, was it intended to be viewed with square pixels..? The graphics seem to look better-proportionned on 'squished' mode, despite all the missing pixels... is it my imagination, or was there actually a time when the standard computer screen resolution didn't use square pixels?
Thanks so much :) I'm completely in awe of ScummVM DS, I can't believe how well it works...
#69320 - RavenWorks - Mon Jan 30, 2006 12:43 am
Also, is there a compatability list anywhere? For example, are any non-Lucas games supported, such as Inherit The Earth?
#69335 - tepples - Mon Jan 30, 2006 3:16 am
CGA, EGA, and VGA games typically ran in 320x200 pixels, which when displayed on a 4:3 screen gives 5:6 pixel aspect ratio.
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#69394 - agentq - Mon Jan 30, 2006 2:49 pm
EGA video cards offered a resolution of 640x350 in 16 colours. There were no 320x200 modes on it apart from the 4 colour one provided by it's backwards compatibility with CGA.
#69397 - RavenWorks - Mon Jan 30, 2006 3:14 pm
Either way, definately not square on a 4:3 monitor... dang, I always *thought* everything looked a bit wide when I played Monkey Island II on my mac :P
In that case, I withdraw my request for a 1:1 pixel display on the top screen, I get what it's doing now. ;)
#69631 - MaHe - Tue Jan 31, 2006 9:40 pm
Hello, AgentQ, how's the project going?
I'm really looking forwards to so3 and sog support since 256 MB is way to much for a 512MB card :/
For now - does anyone know a way to convert so3 back to sou?
#69645 - Empyrean - Tue Jan 31, 2006 10:27 pm
I asked the same question on the ScummVM boards, but they said that currently there's no way and they won't develop a way either, because that'd support the pirated versions of the games.
"A pirate I was meant to be, trim the sails and roam the sea!"
_________________
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And for the love of God,
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#69651 - MaHe - Tue Jan 31, 2006 11:04 pm
Yup. Saw that post of yours :)
#70159 - g00gy - Sat Feb 04, 2006 8:06 pm
i wonder if this project has been stalled
#70171 - linus - Sat Feb 04, 2006 8:59 pm
well agentq was pretty quick to help me get a version working with SD, he helped me fix that echo as well. i dont know of much that needs to be done to the emulator but i wouldnt think the project is stalled.
#70212 - g00gy - Sun Feb 05, 2006 1:11 am
really can you give me the one without the echo please? :)
#70228 - chava - Sun Feb 05, 2006 2:59 am
So it's possible to play with a SC SD or not?
Thanx
#70305 - linus - Sun Feb 05, 2006 10:58 am
ever since i updated ndslib to include the new touchscreen code people have been saying the games dont play but heres scummvm compiled for SCSD with working sound (for me)
http://s60.yousendit.com/d.aspx?id=2TJRJW5A2GLDK2H9GT35R3T1VW
#70309 - chava - Sun Feb 05, 2006 12:44 pm
That worked for me too, but touchscreen accuracy is bad in this case... Does this file has the touch libraries updated???
#70376 - agentq - Mon Feb 06, 2006 12:26 am
The project is not stalled. It's only a month and a half since the last release you know.
And there are other less important things that I have to do, like my job.
#70377 - acky - Mon Feb 06, 2006 12:27 am
agentq wrote: |
The project is not stalled. It's only a month and a half since the last release you know.
And there are other less important things that I have to do, like my job. |
Less important or more important?
#70380 - agentq - Mon Feb 06, 2006 12:54 am
It feels less important, but I have to do it or I won't be able to eat. ;-)
#70382 - g00gy - Mon Feb 06, 2006 1:30 am
Quote: |
It feels less important, but I have to do it or I won't be able to eat. |
when the next release is here i will buy you a bucket of chicken
#70394 - Empyrean - Mon Feb 06, 2006 4:07 am
Every day without a new release gives greater impetus to the joy of the day that the new release shall come.
*wipes tears*... I'm almost TOO poetic at times.
_________________
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7 is not a "t",
1 is not an "l",
And for the love of God,
Learn how to spell!
#70439 - g00gy - Mon Feb 06, 2006 2:39 pm
i just get a black screen when i load anygame and when i try to start scummvm again it doesnt start i have to delete the ini file and im back to square one ????
#70480 - chava - Mon Feb 06, 2006 8:55 pm
g00gy wrote: |
i just get a black screen when i load anygame and when i try to start scummvm again it doesnt start i have to delete the ini file and im back to square one ???? |
Same for me
#70583 - Apoc - Tue Feb 07, 2006 2:40 pm
How do you save with this scummvm version?
#70622 - Raventyr - Tue Feb 07, 2006 8:52 pm
I'm curious if anyone has had luck with scummvm on the supercard sd, i've been watching this project for a while but i've not been able to participate cause i'm an sd owner :( Is there an official word on a port ?
#70625 - Apoc - Tue Feb 07, 2006 9:17 pm
Raventyr wrote: |
I'm curious if anyone has had luck with scummvm on the supercard sd, i've been watching this project for a while but i've not been able to participate cause i'm an sd owner :( Is there an official word on a port ? |
Yes, it works fairly well using the zip method. The other version (native SD) works perfect, but I don't know how to save.
#70632 - Raventyr - Tue Feb 07, 2006 9:50 pm
It doesn't seem to work for me :(
#70634 - g00gy - Tue Feb 07, 2006 10:03 pm
Apoc wrote: |
Raventyr wrote: | I'm curious if anyone has had luck with scummvm on the supercard sd, i've been watching this project for a while but i've not been able to participate cause i'm an sd owner :( Is there an official word on a port ? |
Yes, it works fairly well using the zip method. The other version (native SD) works perfect, but I don't know how to save. |
no it doesnt work perfectly alot of people are experiancing just a blank screen. to save i think you must use the QVC method
#70638 - Apoc - Tue Feb 07, 2006 10:16 pm
g00gy wrote: |
Apoc wrote: | Raventyr wrote: | I'm curious if anyone has had luck with scummvm on the supercard sd, i've been watching this project for a while but i've not been able to participate cause i'm an sd owner :( Is there an official word on a port ? |
Yes, it works fairly well using the zip method. The other version (native SD) works perfect, but I don't know how to save. |
no it doesnt work perfectly alot of people are experiancing just a blank screen. to save i think you must use the QVC method |
Usually the ones getting blank screen are those who use passme. Once you flash the ds all the problems go away. This is what we (at a spanish forum) tested. Maybe you have other problems and I can't help you with them.
#70640 - Raventyr - Tue Feb 07, 2006 10:27 pm
My DS is flashed. I am new to the DS mod scene though and I'm having trouble figuring out the exact way to get scumm working off my supercard sd.
#70663 - g00gy - Wed Feb 08, 2006 1:42 am
Apoc wrote: |
g00gy wrote: | Apoc wrote: | Raventyr wrote: | I'm curious if anyone has had luck with scummvm on the supercard sd, i've been watching this project for a while but i've not been able to participate cause i'm an sd owner :( Is there an official word on a port ? |
Yes, it works fairly well using the zip method. The other version (native SD) works perfect, but I don't know how to save. |
no it doesnt work perfectly alot of people are experiancing just a blank screen. to save i think you must use the QVC method |
Usually the ones getting blank screen are those who use passme. Once you flash the ds all the problems go away. This is what we (at a spanish forum) tested. Maybe you have other problems and I can't help you with them. |
Im not new to this stuff, my ds is flashed with the newest firmware i have used scummvm before, and yet i still seems to experiance problems with this unofficial release.
#70709 - amiga - Wed Feb 08, 2006 9:48 am
g00gy wrote: |
Im not new to this stuff, my ds is flashed with the newest firmware i have used scummvm before, and yet i still seems to experiance problems with this unofficial release. |
It's the same to me and I haven't got any problem with other supercard sd homebrew.
#70713 - linus - Wed Feb 08, 2006 10:12 am
yeah the problems only seem to be occuring since I updated ndslib, heres an old version
http://s60.yousendit.com/d.aspx?id=2LPV3TH86LHQR14NTCE4V4I7FE
People who are getting black screens see if this version works better. Im sorry that im not able to do much about this - I really cant get those black screens, I was hoping it was just a PassMe thing but apparently not.
For me everything works fine on the SD except for saving (which when I get more time I might look into)
edit also try this one which should have the new touch code
http://s50.yousendit.com/d.aspx?id=0EVQFTR4UT79605085DBTF8BVN
ps sorry about all the testers
#70716 - g00gy - Wed Feb 08, 2006 11:05 am
yep works great job linus
#70718 - linus - Wed Feb 08, 2006 11:10 am
errr which one?
the bottom hopefully has touchscreen code, the top doesnt
#70722 - g00gy - Wed Feb 08, 2006 11:49 am
ive only tried the bottom with touchscreen code which works pretty well. i havent tried the top one out yet. you cant save though even with the QPC method.
#70730 - linus - Wed Feb 08, 2006 1:01 pm
yeah thats cool if the bottom ones working thats all i need to know, you dont know to worry about the top one its just an old version.
#70739 - chava - Wed Feb 08, 2006 2:03 pm
SC SD Version with new touchcode works great for me. Anyway, isn't there a way to save savestates? even config isn't saved os SD.
Thanx
#70770 - knetzel - Wed Feb 08, 2006 5:34 pm
linus, thx for the nice work.
Can i play with this talkie versions too?
edit:
i has got sc sd
#70809 - Mithos - Wed Feb 08, 2006 10:40 pm
knetzel wrote: |
linus, thx for the nice work.
Can i play with this talkie versions too?
edit:
i has got sc sd |
Just tried Indiana Jones: Fate of Atlantis (Talkie version) from SuperCard SD, and it works fine.
_________________
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Supercard SD (Viking 512MB High Speed)
Supercard DS (one) Kingston 1gb microSD
EFZ Advance 256Mbit
#70834 - g00gy - Thu Feb 09, 2006 1:12 am
wish i could save though :p
#70849 - FoxTigger - Thu Feb 09, 2006 2:14 am
the version with the new touch code works good on my M3 SD =)
Great work
Thx =)
_________________
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#70905 - chava - Thu Feb 09, 2006 2:16 pm
I have noticed a little problem now that I've played a little bit more, it's about touch accuracy. I have one of those DSes for which previous touchscreen code didn't work. With new code from libnds, apps such as moonshell, ds2win works great, but with scummvm, if I touch anywhere, is af if I touch somewhere a little bit to left... 1 or 2 mm.... it's very strange... not a calibration neither screen protector issue...
Ideas?
#70914 - knetzel - Thu Feb 09, 2006 3:39 pm
uhm works saving with sc sd now too?
i hope so
#70916 - linus - Thu Feb 09, 2006 3:47 pm
Nope no saving yet. I suspect the DS_fwrite function is not working which is why saving or writing the ini file doesnt work anymore unfortunately I dont know whether its an SD problem or just a writing problem with the latest fat driver. If anyone has a CF media device it would be helpful if you could see if the saving/ini writing works with the last version posted.
Ill keep looking through, but I dont have a lot time at the mo (stupid third year project)
#70923 - knetzel - Thu Feb 09, 2006 4:04 pm
Okay, that`s bad.
But really nice work, now all can play with the 0.5 version.
Its a chance to save in the future with SD cards?
without saving, its not real fun:-(
#71120 - g00gy - Fri Feb 10, 2006 2:09 pm
its actually working with sound but i guess the only person that can save us now from this save problem is the agent where are you Q!
#71121 - agentq - Fri Feb 10, 2006 2:25 pm
I'm here, but I can't do anything about a broken FAT driver, since I don't have an M3 or SC.
#71129 - linus - Fri Feb 10, 2006 3:35 pm
yeah leave the poor guy unlike many of hes got a job! :) hehe. Well there were huge changes to the fat code in moonshell 992 unfortunately the SD code is broken so hopefully when its fixed I might have more luck with the saving.
#71131 - Mithos - Fri Feb 10, 2006 3:43 pm
linus wrote: |
Well there were huge changes to the fat code in moonshell 992 unfortunately the SD code is broken so hopefully when its fixed I might have more luck with the saving. |
I'm running v0.992 on Supercard SD and it works fine, so NOT broken in v0.992, just broken in v0.992 test 1 .
_________________
Pure White DS w. Flashme v7
Supercard SD (Viking 512MB High Speed)
Supercard DS (one) Kingston 1gb microSD
EFZ Advance 256Mbit
#71138 - linus - Fri Feb 10, 2006 4:15 pm
yeah but test1 is the only one with the updated fat, sorry i should have been more clear
#71145 - Mithos - Fri Feb 10, 2006 4:36 pm
Yeah figured that..
If you read the gba_nds_fat.txt file...
TODO:
* Fix Supercard SD support
* Add M3 SD support
So I guess maybe MoonLight/MoonShell forgot to add it when he picked up gba_nds_fat_2006-02-09 library.
_________________
Pure White DS w. Flashme v7
Supercard SD (Viking 512MB High Speed)
Supercard DS (one) Kingston 1gb microSD
EFZ Advance 256Mbit
#71241 - g00gy - Sat Feb 11, 2006 11:47 am
have you tried out test 2 yet?
#71246 - linus - Sat Feb 11, 2006 11:56 am
yar it writes the saves and the ini but it writes them as jibberish. it may be because i put it in wrong (i didnt copy all the files and i think there were more changes than just to SD) but I think its best to wait until the drivers stablised a bit and the SD C code is back in.
edit: nope not because i glued it wrong, its just writes jibberish
#71357 - ssj4android - Sun Feb 12, 2006 2:06 am
Linus: Did you ever try putting the SCUMM data in a subfolder in the version everyone else was having problems with? For example, game data in ROOT:\SCUMM\MonkeyIsland, and the .nds file in ROOT:\ or ROOT:\SCUMM?
#71358 - linus - Sun Feb 12, 2006 2:21 am
nope why? those problems were fixed - it was just because i didnt recompile the arm7 code properly, but still it was wierd that it seemed to work for me and no one else.
#71470 - Raventyr - Mon Feb 13, 2006 1:53 am
The non-saving version worked fine and loaded sam n max at 63mb. Updated touch code version works perfectly, shame about the 32mb scummdata.zip restriction though. Nice work !
*Moonshell 0.999 is out with gba_nds_fat_2006-02-09.*
#71724 - g00gy - Tue Feb 14, 2006 3:03 am
yeah maybe the new 0.999moonshell can fix the saving problem
#71793 - Raventyr - Tue Feb 14, 2006 3:37 pm
I think that is the broken library though :( But progress seems to be flying, we are so close now i can almost taste it ! And it tastes like love !
#72106 - Raventyr - Thu Feb 16, 2006 2:18 pm
Any progress news folks ?
#72312 - HtheB - Fri Feb 17, 2006 4:07 pm
why does the game Full throttle not working :( :cry:
#72322 - Mithos - Fri Feb 17, 2006 5:44 pm
HtheB wrote: |
why does the game Full throttle not working :( :cry: |
Because NO support is in the ScumVM DS version.
It's removed, it needed to much memory to run.
_________________
Pure White DS w. Flashme v7
Supercard SD (Viking 512MB High Speed)
Supercard DS (one) Kingston 1gb microSD
EFZ Advance 256Mbit
#72324 - HtheB - Fri Feb 17, 2006 5:52 pm
Mithos wrote: |
HtheB wrote: | why does the game Full throttle not working :( :cry: |
Because NO support is in the ScumVM DS version.
It's removed, it needed to much memory to run. |
hmm.. how much ram does the game need?
there must be a way to start that game..... (delete background music???)
#72326 - Mithos - Fri Feb 17, 2006 6:02 pm
HtheB wrote: |
hmm.. how much ram does the game need?
there must be a way to start that game..... (delete background music???) |
No sure, but DS has 4Megabyte ov RAM, Scumm-engine is about 1,3Megabyte, so that leaves 2,7 Megabyte of ram (MAX) for game to use.
It is probably even less memory free for the game to use, I'm not 100% sure.
_________________
Pure White DS w. Flashme v7
Supercard SD (Viking 512MB High Speed)
Supercard DS (one) Kingston 1gb microSD
EFZ Advance 256Mbit
#72495 - VanillaIcee - Sun Feb 19, 2006 1:25 am
Can the latest version with M3SD be posted again as the previous links expired. Thanks.
#72545 - HtheB - Sun Feb 19, 2006 7:52 pm
VanillaIcee wrote: |
Can the latest version with M3SD be posted again as the previous links expired. Thanks. |
I need it too :) please :) tnq ^_^
#72565 - linus - Sun Feb 19, 2006 11:09 pm
Sorry i dont have them anymore, when i get the saving working ill post again
#72656 - VanillaIcee - Mon Feb 20, 2006 9:42 pm
So I took the source code to 0.5 and modified it myself. Now I can load folders and play on an M3SD. If anyone wants the file I can email it to them. I do have some questions.
1. Touchscreen is off, as others have reported in this thread. Where can I find code that fixes this so I can implement it as others have?
2. Sounds/Voices play great (Day of the Tentacle Talkie) but they are slighty garbled. Is this normal behaviour? Any solutions? Is it related to reading speed of SD (because I doubt it is DMA).
3. Has anyone implemented M3SD write calls (I didn't find any in moonshell) and if not, where would I start in figuring them out?
4. AgentQ, have you done any work supporting M3SD or have you mainly worked on the scummvm nds backend? I wonder because I'd like to help to get the next version working on the M3SD.
Thanks.
#72677 - agentq - Mon Feb 20, 2006 10:56 pm
Hi VanillaIcee,
I haven't done any work to support SD cards, as I don't have a reader myself (well, I have a Mk3 but it seems like it's not the greatest piece of kit on the planet), and I'm not going to even try doing this blind, I don't have the slightest chance of success.
However, if you, linus, cory1942, or anyone else gets chishm's FAT driver working on the M3CF/M3SD I will of course stick it in the next version of ScummVM DS. The changes should be limited to the FAT driver, I would have thought. Good luck with that!
If the sounds sound garbled, the first thing I would check is that the FAT driver is not writing to WAIT_CR. Comment those lines out if it is. The GBAMP driver doesn't use DMA and is plenty fast enough for talkies. If the card speed is the issue you will hear a glitch as a sentance starts to play - the whole sentance is read into RAM and played from there.
The code to fix the touch screen is in the latest libnds. Linking with that will use whatever method it has, although ScummVM does contain code to ignore the first frame the pen is held on, to avoid some dodgy debouncing I was getting. This shouldn't interfere with the new code though. I'm going to have a go at that sometime this week for the new version.
#72690 - HtheB - Tue Feb 21, 2006 1:30 am
now lets hope for a M3SD version :)
#72713 - VanillaIcee - Tue Feb 21, 2006 4:54 am
Thanks for your answers agentq.
Okay, so I've got the M3SD reading... that wasn't too hard given that most of the work was done already. I'll put some work into getting the SD writing, but it goes beyond my area of expertise given that I have not done much hardware/register programming
I updated to the latest libnds but I'm not sure if it fixed anything. I'll take a look at your code and see what the issue may be. If anyone else wants to share their "fixes" I can test them out.
I can't wait for the new version. If you want me to test it and add changes I've made to the fat driver just pm... assuming that I get somewhere on the driver
#72750 - linus - Tue Feb 21, 2006 10:40 am
well ive only got a SCSD so ill keep trying with that. at the moment it works but with no saves, im sure if i look through all the past versions there will be one that has proper reading and writing but I think its best to try get the driver working in C. Thats what ive been trying to do lately but I probaby wont be able to work on it for a bit cos of uni stuff.
#72763 - VanillaIcee - Tue Feb 21, 2006 3:11 pm
Okay, I figured out that the sound issue with the M3SD is the echo problem others mentioned. Someone previously said that agentq helped them solve the problem. Can someone share that knowledge with me?
Thanks in advance.
#72782 - linus - Tue Feb 21, 2006 7:00 pm
Yep I had that problem, the solution is a few posts above :)
Basically comment out anything that tries to write to WAIT_CR
Good luck
#72786 - VanillaIcee - Tue Feb 21, 2006 7:54 pm
Thanks. agentq mentioned that but I wasn't sure if that was the same issue. I'll try it out.
I bet you now we have the same ScummVM's, except now you'll be working on adding SCSD writing and I will be working on M3SD writing =) If you come up with anything that may be applicable to my work just pm me or post it. I'll do the same.
#72990 - VanillaIcee - Wed Feb 22, 2006 8:09 pm
agentq, is the next version going to incorporate 0.8.2?
Also what is the likelihood of supporting mp3 and ogg? I'm apologize if this has been talked about before but this is the only active thread currently on ScummVM. Have you done work to incorporate libmad and libvorbis/libogg? I know very little about programming for two processors, but I believe only the ARM7 can access sound and can possibly handle the entire decoding of the mp3 itself. I think I would like to work on this a little, assuming it isn't something already solved by you or someone else.
Finally, do you think optimizations could allow Full Throttle/The Dig/COMI to fit in the memory space of the DS?
#73127 - agentq - Thu Feb 23, 2006 3:50 pm
Hi VanillaIcee,
The next version will be based on the current CVS version of ScummVM.
There are many problems with supporting MP3/OGG. There is very little system RAM available for the extra library and sound buffers if it was to be handled on the ARM9 as well as very little CPU time available, and I wouldn't want Sam & Max to stop working if I added this feature.
For the ARM7, there is also the issue of whether the ARM7's executable RAM space will hold the compressor, and I'm currently using some of it's relocatable RAM on the ARM9 to help with the OPL chip emulation, which leaves the ARM7 with very little. There is also the issue of how the data could be passed to the ARM7 as it would be tricky to add this into the code without changing large parts of the ScummVM codebase. We also don't know if the ARM7 is fast enough to handle the decoding.
There is an arm optimised version of libtremor which may help here if we go with OGG files, while I don't think libmad has a similar feature.
If you want to give it a go, please let me know how you get on! I might give it a go at some point, probably trying the ARM9 approach first to see how well things go.
As for Full Throttle, I freed up some RAM in the latest version and tried Full Throttle again, but it ran out of memory before displaying anything at all, so I don't think there's any chance we'll get it to run.
#73130 - Apoc - Thu Feb 23, 2006 4:27 pm
As I see M3SD is going to be supported, are there plans to support Supercard SD?
#73131 - VanillaIcee - Thu Feb 23, 2006 4:40 pm
Thanks. So I will take a jump at it, working on getting it to run on the ARM7 first because a) it has direct hardware access, b) it is a different approach than you are taking so we may be able to learn from each other and c) assuming I got it optimized it might be easier to compile it with the OPL code or other sound code.
I know very little about sound chips or the way ScummVM handles sound, but if I am using libmad to handle the mp3 I assume they don't have to go through the OPL chip if I write specific NDS calls. In fact, I'm assuming that the OPL chip is simply to handle soundblaster compatible sound code already in the ScummVM (is this the case?). If so, then a true sound engine specific to the NDS could be written with libnds (just as ScummVM supports Quicktime, Core Audio, and other sound engines on other platforms like Mac OS X). This is within my ability to code because there are many examples out there, although I won't get started for a week or so (in the meanwhile I will read up on NDS sound ).
Actually I will just go through all of your code instead of asking so many stupid questions because honestly I have no idea how you are handling sound =) But if I've said something stupid, just correct me as I have limited knowledge of the NDS.
#73132 - linus - Thu Feb 23, 2006 4:43 pm
I know you dont have one of these devices, but would it be possible to use SCSDs (or other devices) in built memory. Theres 32meg but I dont know much about it, i think it might be only accessible 8/16bits at a go or something.
#73134 - agentq - Thu Feb 23, 2006 4:56 pm
It will be 8Mhz and uncached (I assume) which would make it far too slow for anything much except emulating a GBA rom.
Unless others know different?
#73173 - VanillaIcee - Thu Feb 23, 2006 7:42 pm
well I'll take a look at moonshell to see what he did. I'm pretty sure he converted libmad, but not sure how it runs.
#73195 - agentq - Thu Feb 23, 2006 9:42 pm
Moonshell has the luxary of being able to give up most of the DS's resources to libmad when he plays MP3s!
#73218 - VanillaIcee - Thu Feb 23, 2006 11:06 pm
true dat =) I think there may be a limitation in processing power. I believe though I've read that an ARM7 at 33MHz can handle MP3 decoding real-time, so assuming not much else is running on that processor it may be possible. Although there are other resource limitations that may hinder the effort.
I may just look into FLAC, assuming it is not processor intensive. This would be similar compressing to a zip and save between 30-50%. Now in version 0.4 when we ran a zip, it was loaded into the M3's internal memory making it very quick. Do you think that a zip that wasn't loaded into memory but instead was run off the media card could be decompressed on the fly fast enough? Because that also saved quite a bit of space for my sample game, DOTT.
PS: Do you have an idea/estimate of how much memory and processor percentage/cycles are taken up by ScummVM, either just the graphics layer or the current code that plays the uncompressed music?
#73284 - agentq - Fri Feb 24, 2006 10:55 am
It would be hard to say whether the ARM7 could handle MP3 in realtime. Because the ARM7 has very little memory of it's own, it would probably have to store buffers and/or the source data in main memory, which would cause some amount of contention with the ARM9, slowing it down. How much effect this would have I don't know, but it's definately something to consider. Of course, it would also depend on the bitrate and sample rate of the MP3. Anyone know what rates are used?
The ZIPs used in 0.4 were not compressed, so they're not really a measure of much. I used them because it's a handy way of getting lots of files into one, complete with all the filename information, so that I could simulate a disc based file system which ScummVM expects.
I'm not sure about this, but I think the speech in ScummVM is already compressed using an ADPCM variant. This would mean that FLAC wouldn't make the files any smaller than they are already, surely?
The current CPU usage for ScummVM is quite low for the graphics side of things. Only Sam & Max stretches the available processing time, and it has several points where it slows down, so it's going over 100% of CPU. So any increase there would cause further problems. All the other games are fairly light though, and sit somewhere between 50% and 75% most of the time. Most of this CPU usage is down to the slow OPL emulator (for the Adlib MIDI music) which has some hacks in it to speed it up, but still is very heavy. If you can get it to run any faster, it would free up CPU time for decompressing speech.
As for memory usage, I have managed to free a fair bit of RAM in the next version, so my current test case (talking to the fisherman in the World of Fish) leaves 1Mb available, which is tons, but I am aware that my test case is not the most memory that the game can use. How much headroom I actually have is not really known. I wouldn't want to use much more than 400Kb or so more RAM before starting to worry that Sam & Max could crash.
I'm not sure what you're referring to by uncompressed music. The MIDI audio that many of the games use is tiny and probably wouldn't be worth compressing. The CD audio I implemented in v0.5 is IMA-ADPCM compressed, which gives 2:1 compression with a little loss in quality. Decompressing this is incredibly cheap, certainly cheaper than playing the MIDI music and was also implemented in just a few K of code. See cdaudio.cpp in the source.
#73324 - VanillaIcee - Fri Feb 24, 2006 7:47 pm
I'm sure the ARM7 at 33MHz can handle MP3 decoding realtime even without assembly code, however, the big issue will be the contention with the ARM9 and their shared resources and this just might make it very difficult or impossible like you've said. I'll just try to get libmad running on the ARM7 by itself, taking a look at moonshell for inspiration =) If I can get past that step as easily as I hope then I'll take a look at the tough integration with ScummVM. I'll also add libflac to your scummvm so I get familiar with the code and nintendo ds before I tackle the harder mp3 issue. That shouldn't be a problem because it is not resource intensive.
Interestingly, when I ran 0.4 I had created a compressed ZIP archive of DOTT and it ran fine. So if you were using zlib to handle the zip file it seemed to be handling the decompression in my case.
Hmm, not sure about the ADPCM compression used by default, but I do know that most games shrink when FLAC is run so the format LucasArts distributed them as in DOTT,SAMNMAX, etc. is not the smallest it can be, whether already compressed or not. I didn't realize you had implemented IMA-ADPCM for cd-audio which is awesome, although I can think of only Monkey 1 that can use it. Of course you wouldn't compress midi... it's already tiny! I'll check out your source this weekend. Like I said, I will just add on FLAC for fun, since it is already supported in ScummVM but it produces about the same compression as IMA-ADPCM, uses very little processing power, and is lossless, and can be used for the entire monster.sou.
So did you write the OPL emulator from scratch or modify the emulator included with ScummVM? Very nice either way. I'll take a look to see if I can speed it up, but I doubt I could do any better than you unless you have some suggestions.
#73373 - tepples - Sat Feb 25, 2006 4:49 am
Is SCUMM music data actual MIDI data, or is it some proprietary format that directly expresses instruments as AdLib writes? Perhaps it might be faster to implement music playback through wavetable emulation (what most GBA games used) than through OPL emulation.
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#73624 - g00gy - Mon Feb 27, 2006 1:09 am
have you tried using moonshell 10 with scummvm?
#73632 - The 9th Sage - Mon Feb 27, 2006 3:50 am
VanillaIcee wrote: |
I'm sure the ARM7 at 33MHz can handle MP3 decoding realtime even without assembly code, however, the big issue will be the contention with the ARM9 and their shared resources and this just might make it very difficult or impossible like you've said. I'll just try to get libmad running on the ARM7 by itself, taking a look at moonshell for inspiration =) |
Hmm...Moonlight definitely got MP2 Audio running off of the ARM7, maybe that could be used? I think I remember something from his weblog about trying to get MP3 running first but being unsuccessful.
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#73701 - MaHe - Mon Feb 27, 2006 4:38 pm
Umm, AgentQ, I was reading some interview with authors of the original ScummVM. They said they're dealing with you to make your port an ''official'' one. Is that true?
#73702 - VanillaIcee - Mon Feb 27, 2006 4:42 pm
Oh, that's too bad about moonshell because he's a better programmer than me =( But I think I found a solution!
The open source Helix decoder can decode a 44.1KHz, 2 channel, 128Kbps mp3 on an ARM7TDMI at 26MHz and a 48.0KHz, 2 channel, 320Kbps mp3 at 30MHz meaning that I was rightthat the Nintendo DS sub-processor can handle the load.
It also uses 13k Bytes of ROM which is no problem no matter where I put it and 24k of RAM which will totally fit in the private RAM of the ARM7. I can start out just putting them both together because I believe the private ram is 64k (someone correct me if I'm wrong).
This weekend I'll put work into it... if I produce anything I'll release it as a plugin to moonshell as well as an addition to the scummvm source (I assume converting the libmad calls already it the basic souce will not be that hard to convert this library... if that's not the case I'll have to put some work into understanding the scummvm audio system) , which will mean that it might not stutter when using the GUI and playing an MP3 like it currently does.
#73735 - HtheB - Mon Feb 27, 2006 11:04 pm
1 question.. the "new" scummvm... will this be suppoted on the M3SD? :)
and uhmm.. how about Full Throttle :)
it didnt work couz the DS had too litthle RAM :) (well.. the M3 has 32MB extra :p)
#73747 - linus - Tue Feb 28, 2006 12:08 am
The full throttle question is answered above, and it doesnt save on SCSD with the fat from moonshell 1 (its still the same the tests). sorry but ive put in absolutely nil work towards getting it to work so far, if i get to work on it itll be next week.
#73749 - VanillaIcee - Tue Feb 28, 2006 12:19 am
Will the next version run on the M3SD? Well whenever agentq releases it I will add on the code to make it run on the M3SD assuming he hasn't already.
I will in the meantime be working getting mp3's to work, and hopefully merge that in with the next release.
As for writing support, which is necessary for saves, all I need is some info on the M3SD registers. If someone can get those for me I will make writing my TOP priority as what good is a non-saving version? Someone might have already done the work somewhere else, and if so all I would need is to take a look at it. My experience with registers etc. is limited and this is the reason I don't really think I have the time to figure out how for the M3SD unless they are explicitly given to me or some preliminary work is done.
#73820 - The 9th Sage - Tue Feb 28, 2006 6:15 am
MaHe wrote: |
Umm, AgentQ, I was reading some interview with authors of the original ScummVM. They said they're dealing with you to make your port an ''official'' one. Is that true? |
If that's true, being an official port probably wouldn't be a bad thing. :)
_________________
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#73887 - HtheB - Tue Feb 28, 2006 7:54 pm
linus wrote: |
The full throttle question is answered above, and it doesnt save on SCSD with the fat from moonshell 1 (its still the same the tests). sorry but ive put in absolutely nil work towards getting it to work so far, if i get to work on it itll be next week. |
we are counting on you ;)
but you said SC SD.. I rather more like M3 SD version ;)
oh btw.. I heard that if M3SD users (just as I have one) put firmware E14 on it.. scummVM works... but still full throttle doesnt work :(
(but.. I hope this will be solved in the next scummvm :) as the M3 has extra ram to run Full Throttle :) (yeah the SC has it too :p)
keep up the good work guys! :)
tnx!
#73914 - agentq - Tue Feb 28, 2006 9:53 pm
MaHe, Is there an interview with the ScummVM authors? Perhaps you could post a link, because I can't find one that mentions the DS port. It is true, I am working to make it an official port, although I'm not really sure how that would benefit it. It would still be just me working on it. One of the main benefits for me is that anyone who changed the ScummVM source and broke the DS version would have to fix it! I have also had positive responses to the suggestion that they add in a feature that would help ports know where the speaking person is (like the zoomed view on the top screen).
Basically, don't expect everything to work perfect as soon as it becomes official, progress will probably be at the same pace! In fact, progress will probably be slowed for a while while I fix all the nasty code that I wouldn't want in ScummVM CVS.
Tepples, SCUMM can output a MIDI stream which perhaps could be made to work with a wavetable synth, because the original games supported General MIDI music. This would be a great fit for the DS hardware although the purists would still want to have the Adlib mode. Unfortunately, I don't know of a homebrew MIDI synth. If someone was to write one though, I would be very interested!
VanillaIcee, Helix does look good. The stats on their website that show the performance assume zero wait-state memory, and I assume that ARM7 access to main RAM is far from that fast, so we're not going to get that sort of performance. Although we have the benefit that we're not doing 44Khz stereo, but something a lot less. I'll be interested to hear how you're progressing with that. It's definately a good idea to start with a project separate to ScummVM so that you can get it working. The ScummVM codebase will just confuse the issue otherwise.
I'm sure a compressed ZIP archive doesn't work in ScummVM. I even put a check in there that spits out an error message if the ZIP is compressed. I don't use ZLib but a simple reader I wrote myself, see ZipReader.cpp.
I use the OPL emulator in ScummVM. It uses this on the PC too, since sound cards don't contain these old chips any more. I just made a few small changes that made it a lot faster, basically using the on-chip RAM to avoid cache thrashing. It's quite a poor solution really, anything you can find to speed that code up is much appreciated.
I haven't played with FLAC, but if it works that might be an easy solution. I may play a bit with that if it's a quick job.
HtheB, I've answered this question about a million times, but just for you, I'll answer it again. M3SD and SCSD support will work if and when someone adds support to the FAT driver for these devices. That someone won't be me, although VanillaIcee and linus are working on it.
Also, the extra RAM on M3/SC is probably not fast enough to be useful for ScummVM unless anyone knows otherwise.
#74010 - Raventyr - Wed Mar 01, 2006 6:06 pm
just posted this over on unofficial SD forums, but thought I would stick it here aswell.
I'm not sure if this will help anything but I just thought about something. I have a supercard sd, and i was using moonshell v1.0 (which i believe uses chism's fat code). I wanted to take a screen capture of my skin, and for those that don't know, there is a tool included with moonshell for doing this. You copy over 'scrcap.nds' and 'scrcap.bmp', then while running moonshell, you execute the scrcap.nds and it builds a capture of your skin, then writes it to the scrcap.bmp.
Before:
http://i37.photobucket.com/albums/e90/Raventyr/scrcap.jpg
After:
http://i37.photobucket.com/albums/e90/Raventyr/Thundercats.jpg
I have no idea what this process involves, but it definately does not have any trouble writing to the file. I wonder if this can be used to create a way of saving settings and games in SCUMMVM sd version.
#74135 - VanillaIcee - Thu Mar 02, 2006 7:07 pm
agentq wrote: |
VanillaIcee, Helix does look good. The stats on their website that show the performance assume zero wait-state memory, and I assume that ARM7 access to main RAM is far from that fast, so we're not going to get that sort of performance. Although we have the benefit that we're not doing 44Khz stereo, but something a lot less. I'll be interested to hear how you're progressing with that. It's definately a good idea to start with a project separate to ScummVM so that you can get it working. The ScummVM codebase will just confuse the issue otherwise.
|
Yes, good point. Everything is going to be far from that fast, but both SD and CF reading should definately be fast enough for our purpose, especially since these games aren't moving so much data and were written to run from CD. So it should be fast enough to decode real-time mp3 data from media card, but then again I'll have to test that. Of course I wish the Nintendo DS had more memory, as that seems to be the biggest limitation. God, COMI on the DS would be amazing.
agentq wrote: |
I'm sure a compressed ZIP archive doesn't work in ScummVM. I even put a check in there that spits out an error message if the ZIP is compressed. I don't use ZLib but a simple reader I wrote myself, see ZipReader.cpp.
|
Okay, I used the Mac OS X built-in zip compression. So maybe for some reason it did not compress the contents of the file, but I swear it worked with v4!
agentq wrote: |
I use the OPL emulator in ScummVM. It uses this on the PC too, since sound cards don't contain these old chips any more. I just made a few small changes that made it a lot faster, basically using the on-chip RAM to avoid cache thrashing. It's quite a poor solution really, anything you can find to speed that code up is much appreciated.
|
Hmm, I will take a look at in sometime but its really not my expertise (really, the only programming I'm good at and get paid for is object oriented desktop development, not chip emulation =P or hardware access). I'm sure however we could optimize its memory usage and localization in the future.
agentq wrote: |
I haven't played with FLAC, but if it works that might be an easy solution. I may play a bit with that if it's a quick job.
|
Okay, my priorities are the following:
0. Get M3SD writing to SD card for ScummVM
1. Get Helix MP3 working on ARM7
2. Merge MP3 code with ScummVM. This may be difficult but with your help, assuming step 2 goes well, it should be possible.
3. Get FLAC working, since its very processor unintensive and is supported by ScummVM base code with no modifications... ideally on ARM7 processor since that is underutilized
#74360 - Anaconda - Sat Mar 04, 2006 8:00 pm
Hello, i've just downloaded ScummVM for the DS and tried to run my German DOS Version of "Indiana Jones and the Fate of Atlantis". I can flash the vm + game and start it, but when i try to start it i get the error message "Cannot find file:atlantis.000".
Anyone knows why i get this? Solution?
#74385 - fer - Sat Mar 04, 2006 10:52 pm
wait anaconda... how big is your Indiana Jones and the Fate of Atlantis game? I have that and i thought i couldn't load it because its bigger than 30 mb. Or can you now load games bigger than 30 mb?
#74508 - Anaconda - Sun Mar 05, 2006 2:22 pm
9.46 Mbyte
these are the files i've got
Quote: |
ADLIB.IMS
ATLANTIS.000
ATLANTIS.001
ATLANTIS.EXE
ROLAND.IMS
SOUNBLAS.IMS
SPEAKER.IMS |
Edit:
I solved it, i had indy in a subdirectory and now i've put it on the root dir and it works
#74551 - MechaBouncer - Sun Mar 05, 2006 10:13 pm
agentq wrote: |
Tepples, SCUMM can output a MIDI stream which perhaps could be made to work with a wavetable synth, because the original games supported General MIDI music. This would be a great fit for the DS hardware although the purists would still want to have the Adlib mode. Unfortunately, I don't know of a homebrew MIDI synth. If someone was to write one though, I would be very interested! |
What about the MIDI plugin for moonshell? Do you think that might help there?
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#74641 - VanillaIcee - Mon Mar 06, 2006 6:43 pm
MechaBouncer wrote: |
What about the MIDI plugin for moonshell? Do you think that might help there? |
Well, there could be a adlib emulation and another output device, just like on desktop platforms you can choose the audio (on a mac you get a bunch of choices).
This other output device I guess could be timidity, which is what moonshell is using. Someone might explore using it with ScummVM, although I can't see what the advantage would be now. I'd rather focus on optimizing the current emulation code, and then offer other options.
#74691 - agentq - Tue Mar 07, 2006 12:12 am
I just checked out Moonshell's midi support and it sounds great considering the small size of the samples. It might be a good alternative for the FM syth if it's written efficiently enough. It may be possible to modify it to use the DS hardware mixing too, which would help further.
And good luck VanillaIcee on your work! Let me know of your progress.
#74715 - VanillaIcee - Tue Mar 07, 2006 3:05 am
I did some preliminary work on the mp3 decoder. I should be able to test it soon and see if it can decode solely on the arm7. Unfortunately I am travelling this weekend so I doubt I will finish this work until next weekend. Assuming I get good performance I can share the code with you and we can see if it can be merged into ScummVM.
So what's the status of the new version of ScummVM DS?
PS: The M3 development said they would check with giving me the code for write access to the SD. If they don't come through than I'll have to reverse engineering the stupid device, which is way beyond my expertise (but I do enjoy hacking)
#74721 - MechaBouncer - Tue Mar 07, 2006 3:22 am
They're actually considering it? Wow. I wonder if Chishm tried that (or if you'll be allowed to share your findings with him)?
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#74746 - MaHe - Tue Mar 07, 2006 8:02 am
If MP3 or OGG won't work, we can still use GSM. Sure, audio quality is worse, but I can't stand 250 MB files on my CF ...
#74751 - tssf - Tue Mar 07, 2006 9:51 am
agentq wrote: |
I just checked out Moonshell's midi support and it sounds great considering the small size of the samples. It might be a good alternative for the FM syth if it's written efficiently enough. It may be possible to modify it to use the DS hardware mixing too, which would help further.
And good luck VanillaIcee on your work! Let me know of your progress. |
Someone could create a GUS patch/soundfont of an adlib synth, and you wouldn't need to emulate it. Problem solved there.
Now to get the MIDI synth working. lol. Unfortunately, MoonShell's MIDI plugin needs a lot of work. There's someone who's toying with fixing it, but all he's done so far is add back in pitch bend support. Hopefully he'll get it playing to the point of being acceptable though. If that's the case, I hope he addes SSEQ playback through general midi support as well. ;)
All MoonLight did with that plugin is port Timidity, though. I wonder if someone else could port it, albeit, better than MoonLight. Ah well.
_________________
Mathew Valente [TSSF]
------
Chrono Resurrection Musician
#74762 - m2pt5 - Tue Mar 07, 2006 1:22 pm
tssf wrote: |
All MoonLight did with that plugin is port Timidity, though. I wonder if someone else could port it, albeit, better than MoonLight. Ah well. |
There's a new version of the MIDI plugin that works much better, and now plays type 0 and type 1 MIDI files. It's in the "Enhancing Plug-ins" section here.
_________________
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#74943 - evil ataru - Thu Mar 09, 2006 12:43 am
Anyone there could link again that SCUMM (partially) working on SCSD?
TnX!
#74997 - MechaBouncer - Thu Mar 09, 2006 7:03 am
I guess I should have read this topic earlier. I was trying to get Full Throttle to run and come to find out it doesn't, which sucks as it's the only game like this I actually own. I guess I'll have to try Flight of the Amazon Queen that I got from ScummVM's website (I read that Beneath a Steel Sky also doesn't work, correct?). I'm going to have to find Sam & Max somewhere. All I got is the demo. =\
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#75125 - HtheB - Fri Mar 10, 2006 8:42 am
yeah I only got Full Throttle too.. (and a M3SD :P)
1 question..
it says that it doesnt work for SC SD yet.. but does it work for the M3SD?
#75143 - Raventyr - Fri Mar 10, 2006 2:13 pm
Nope.
#75369 - HtheB - Sun Mar 12, 2006 4:22 pm
any news yet for the M3SD? :$
#75389 - agentq - Sun Mar 12, 2006 5:27 pm
Please don't keep posting asking for M3SD/SCSD support. Whoever gets it working, I'm sure there will be a post here about it.
#75414 - quadomatic - Sun Mar 12, 2006 8:23 pm
help im so confused!
I downloaded the freeware Flight of the Amazon Queen and Beneath a Steel Sky from the ScummVM website.
I put the .1c file for FOTAQ on the cf for my GBAMP but I don't know how to open it in scummvm ds, what do i do?
#75415 - HtheB - Sun Mar 12, 2006 8:32 pm
quadomatic wrote: |
help im so confused!
I downloaded the freeware Flight of the Amazon Queen and Beneath a Steel Sky from the ScummVM website.
I put the .1c file for FOTAQ on the cf for my GBAMP but I don't know how to open it in scummvm ds, what do i do? |
you have to put all tge files in to a (uncompressed) zip :)
and than make a .nds file with the converter :)
#75416 - quadomatic - Sun Mar 12, 2006 8:34 pm
what tge files? i don't see any
plz note that this is a gbamp
Last edited by quadomatic on Sun Mar 12, 2006 8:36 pm; edited 1 time in total
#75418 - HtheB - Sun Mar 12, 2006 8:35 pm
quadomatic wrote: |
what tge files? i don't see any |
oh.. why not downloading the game for the PC :)
maybe that will solve your problem :)
download it from somewhere so you can run it on the PC :)
and put THOSE files into a uncompressed zip and convert that :P
#75429 - quadomatic - Sun Mar 12, 2006 9:18 pm
is there anyway to get the tge files out of the scummvm version?
#75434 - HtheB - Sun Mar 12, 2006 10:42 pm
quadomatic wrote: |
is there anyway to get the tge files out of the scummvm version? |
ooh :D
I see what ou mean..
sorry.. tge must be --> tHE
:D
I spelled the word wrong :$ spel
you have to put all the files in to a (uncompressed) zip :) <--- this is the correct one :D
sorry for my bad typing
#75436 - quadomatic - Sun Mar 12, 2006 10:47 pm
HtheB wrote: |
quadomatic wrote: | is there anyway to get the tge files out of the scummvm version? | ooh :D
I see what ou mean..
sorry.. tge must be --> tHE
:D
I spelled the word wrong :$ spel
you have to put all the files in to a (uncompressed) zip :) <--- this is the correct one :D
sorry for my bad typing |
well, i got the original demo files for monkey island and just put that in a folder, it ran fine so im not sure why i need to zip any files
#75437 - HtheB - Sun Mar 12, 2006 10:57 pm
hmm.. i see that its only for the one who has a gba flashcard :)
(Y)
yes its good what you did;)
but.. still I cant use it couz there is no support for SD :D
#75449 - agentq - Mon Mar 13, 2006 12:35 am
The current version of ScummVM supports only Lucasarts SCUMM games and not any of the other games supported by ScummVM on the PC.
#75467 - quadomatic - Mon Mar 13, 2006 5:09 am
does anyone know if Secret of Monkey Island and Monkey Island 2 Le Chuck's Revenge from the Monkey Island Madness cd can be used for ScummVM DS?
Also, does Indiana Jones and the Fate of Atlantis CD work fine as well?
#75795 - Empyrean - Thu Mar 16, 2006 1:49 am
Quad, there is no conceivable reason why it shouldn't work. Only thing is, I think the "Madness" CD had the Redbook release of the BGM music. That has to be made into that compatible IMA ADPCM format.
Fate of Atlantis CD version *does* work as well, I tested it. However, be warned that I only opened it to see if it'd run, I didn't play through it.
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#75947 - MechaBouncer - Fri Mar 17, 2006 5:23 am
Okay, so I've been playing with ScummVM DS a bit now and I've noticed a couple things. First, I'd like to make a request. When you press Start and it goes to the menu, would it be possible to automatically choose Resume if you press start again (like most pause menus)? It's a little annoying to have to try and click the button each time (especially when it doesn't always seem to work on the first click). Speaking of which, does anyone else have trouble with the touchscreen? I know the touchscreen on the DS isn't the most precise thing, but is there any way to possibly improve this? And it's unfortunate that it can't run at full speed, but I suppose that's unavoidable with the DS's hardware limitations. One curiosity is that there are a few times in Sam and Max where my cursor will change on its own without any input from me (and usually it's at times where I need it to be the same like going through the Tunnel of Love for instance). I'm not really sure why this keeps happening, but I thought it worth mentioning to see if anyone else had seen it. All in all, I still am enjoying it for the chance to play classic games like these on the DS. It works quite well for these kinds of games. Keep up the great work!
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#76306 - cb43569 - Mon Mar 20, 2006 12:18 pm
Excuse me, but I'm running a GBAMP version 2, and I'm trying (and failing) to get it running on my NDS. I've NOT got a WifiMe, a PassMe or whatever, just a decent PC, a good programming knowledge, natural instict, a GBAMP, and a 64 megabyte Compact Flash card.
Is it important to have a WifiMe, PassMe thingy-ma-jig? Or is there any way I could try and run it without?
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#76311 - m2pt5 - Mon Mar 20, 2006 1:24 pm
You must have a passthrough method to run DS code from the GBA slot.
If you have older firmware (use the test in my sig) then you can use a PassMe1 or WifiMe; otherwise you need a PassMe2 and GBAMP will not work for PassMe2.
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#76327 - MechaBouncer - Mon Mar 20, 2006 5:36 pm
Yeah. You need that to run any homebrew. Of course, if you can get a PassMe or WiFiMe to work, you can install FlashMe so that you don't need to use extra hardware each time. If you have the older firmware, you might want to try going with the WiFiMe approach because you can still use the WiFi card afterwards like normal. That's what I did (actually I rather lucked out because an unused laptop card I had was capable of using the WiFiMe driver). But no matter what, you'll need the extra hardware to make any homebrew happen.
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#77399 - OmegaII - Fri Mar 31, 2006 2:11 am
agentq wrote: |
...
I will have to try out Loom CD, and see if there is a problem with the CD audio. Is it all one track? Perhaps it's just starting at the wrong place in the stream.
.... |
Did you have a look at it agentq ? :)
I converted it to AMI ADPCM 11025 Hz ( in 22050 it's 34MB since the game file only may be 30 MB max I had to choose 11025 ) , maybe that's the reason he's reading it in the wrong sections ?
Cause the first thing on the track is the selection screen , so that one is correct. But at the selection screen he doens't stop playing he just conitnues.
Then when you go on he skips to another location wich is faulty trying to play the intro sequence.
You really have made a nice port, and hope you'll ( or someone else ) find a fix for it. ScummVM really is a charm on DS.
#77411 - agentq - Fri Mar 31, 2006 10:26 am
Yeah, I did have a look at it, and it's fixed now. So the Loom audio will work in the next version, which is not too far away.
#77427 - MechaBouncer - Fri Mar 31, 2006 3:50 pm
Any hints at what other changes/additions/fixes have been made? And will we be able to just copy over v0.5 and it use the .INI and save files, or will none of those work?
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#77436 - chava - Fri Mar 31, 2006 6:23 pm
When a save-on-SCSD release???? Please I need it ^^
#77461 - tepples - Fri Mar 31, 2006 11:48 pm
chava wrote: |
When a save-on-SCSD release???? Please I need it ^^ |
As soon as you write a reliable sector read/write function to plug into Chishm's library.
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#77519 - Critical_Impact - Sat Apr 01, 2006 2:13 pm
Why did the save work before adding in support for games larger than 32MB for SC? Cant you just make it save like it originally did?
#77769 - agentq - Sun Apr 02, 2006 10:56 pm
Sorry, I don't like to give out what features will be in the next version, just in case they cause me trouble and I have to get rid of them.
The ini files and saves from the current version will be compatible.
Critical_impact, If saving to SD cards doesn't work by the next version I can make it save as it did before using the SRAM saves, yeah.
#77774 - Sephiroth87 - Sun Apr 02, 2006 11:31 pm
agentq, take a look at rain14 source, it can write to sd :P
#77804 - m2pt5 - Mon Apr 03, 2006 3:33 am
Sephiroth87 wrote: |
agentq, take a look at rain14 source, it can write to sd :P |
Rain has been able to write to SD for some time, as has DSOrganize.
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#77822 - loading - Mon Apr 03, 2006 9:31 am
but so far not with m3-sd at least. that's really new in rain r14
#77823 - agentq - Mon Apr 03, 2006 9:43 am
So if I used the FAT driver from RAIN, would that make everyone happy? Assuming it works properly with ScummVM, of course.
#77834 - m2pt5 - Mon Apr 03, 2006 12:34 pm
If it works, I'm sure it would, agentq.
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#77835 - Sephiroth87 - Mon Apr 03, 2006 12:44 pm
mhm, i believe it would make all m3sd owner very happy :P
#77971 - Mark_RC - Tue Apr 04, 2006 8:22 am
Is there any G6 driver anywhere?
#78493 - VanillaIcee - Fri Apr 07, 2006 6:39 pm
Okay, agentq I tried the m3 code found in the latest Rain release and it works, allowing ScummVM to save. It should be a simple copy and replace for you (you have to compile the assembly in the folder as well) but if you want the changes I made just pm me.
#78779 - Raventyr - Sun Apr 09, 2006 7:34 pm
How's it going ? I have no nails left to bite...
#78907 - MechaBouncer - Mon Apr 10, 2006 2:51 pm
Sweet. And did I read right that the SCSD "worked" as well? And would there be any benefit to using one adapter versus another (like if the onboard memory on the SC and M3 could help stream audio or something compared to the GBAMP)?
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3
#80114 - linus - Tue Apr 18, 2006 10:06 pm
Ive still had no luck with fat drivers and SCSD, sure rain works for writing but it wont load the games.
Ive tried swapping the reading and writing code around with dozens of versions with no luck its insane! I cant even see a difference in the asm file from rain to how it was before when reading worked but writing didnt.
Anyone had any luck with anything?
#80352 - HtheB - Fri Apr 21, 2006 5:50 pm
Raventyr wrote: |
How's it going ? I have no nails left to bite... |
dont even have nails on my toes left :D
#80455 - agentq - Sat Apr 22, 2006 12:16 pm
Hi,
I've been in China for the past two weeks. I intended to post a message here to let everyone know that I wouldn't be able to respond to PMs etc., but dsdev.org is blocked by the great firewall of China. I assume that's because of it's (perceived) relationship to piracy, but it's strange that PIRACY-DOT-COM is not blocked.
Anyway, I'm nearly done with the new version, so it's not too long to wait!
- Neil
#80565 - acky - Sun Apr 23, 2006 2:34 pm
agentq wrote: |
Hi,
I've been in China for the past two weeks. I intended to post a message here to let everyone know that I wouldn't be able to respond to PMs etc., but dsdev.org is blocked by the great firewall of China. I assume that's because of it's (perceived) relationship to piracy, but it's strange that PIRACY-DOT-COM is not blocked.
Anyway, I'm nearly done with the new version, so it's not too long to wait!
- Neil |
I love you.
#80575 - HtheB - Sun Apr 23, 2006 3:37 pm
acky wrote: |
agentq wrote: | Hi,
I've been in China for the past two weeks. I intended to post a message here to let everyone know that I wouldn't be able to respond to PMs etc., but dsdev.org is blocked by the great firewall of China. I assume that's because of it's (perceived) relationship to piracy, but it's strange that PIRACY-DOT-COM is not blocked.
Anyway, I'm nearly done with the new version, so it's not too long to wait!
- Neil | I love you. |
me 2!
#80600 - Empyrean - Sun Apr 23, 2006 6:11 pm
Me, three.
That's it... GROUP HUG!
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#81150 - Xtreme - Thu Apr 27, 2006 7:36 am
agentq wrote: |
dsdev.org is blocked by the great firewall of China. I assume that's because of it's (perceived) relationship to piracy, but it's strange that PIRACY-DOT-COM is not blocked. |
LOL :)
But as far as I know chinese people can use other methods to open any website they like.
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#81994 - TheCatPhysician - Wed May 03, 2006 9:43 am
I'm having the same exact problem Opium had. I'm using a SuperCard CF, and when I run ScummVM.nds, it gets to the part where it says "found CF reader!" then something about a .ini file, and then it just freezes. I heard people saying it needs to find a CF Reader and a Zip, so I tried using a zipped version of Monkey Island, didn't work.
So on my CF card, I have ScummVM.nds, a folder with Monkey Island, a zipped version of Monkey Island, a zipped demo of Monkey Island, and a folder of the Monkey Island demo. But still no dice. Any help would be greatly appreciated.
#81997 - agentq - Wed May 03, 2006 9:57 am
On the Supercard I think you need to use the .ds.gba version, renamed to .nds
You don't need the ZIP file of the game, just put the game data folder anywhere on your CF card.
#82004 - TheCatPhysician - Wed May 03, 2006 11:23 am
Thank you, that fixed it. Maybe this is why some of the other homebrew programs don't work on my Supercard.
#82034 - HtheB - Wed May 03, 2006 5:54 pm
TheCatPhysician wrote: |
Thank you, that fixed it. Maybe this is why some of the other homebrew programs don't work on my Supercard. |
hahah sure thats the problem :D
@agentq: so.. still no progress for the M3 SD? :(
(as you maybe allready know.. rain14 CAN write for the M3SD)
Last edited by HtheB on Wed May 03, 2006 6:41 pm; edited 1 time in total
#82045 - agentq - Wed May 03, 2006 6:38 pm
I'm using the FAT driver from rain r14, so whatever it can support, ScummVM can support.
There will also be an option to use SRAM saves if your reader can do those and file system writing doesn't work.
#82047 - HtheB - Wed May 03, 2006 6:41 pm
agentq wrote: |
I'm using the FAT driver from rain r14, so whatever it can support, ScummVM can support.
There will also be an option to use SRAM saves if your reader can do those and file system writing doesn't work. |
so.. will it be that the game full throttle ever going to work for scummVM ? :)
#82070 - Troa11 - Wed May 03, 2006 8:49 pm
I know twenty pages is a lot, but if you even did a search through this thread for Full Throttle, you'll already find that answered in detail.
Short answer: no.
#82110 - Raventyr - Thu May 04, 2006 1:09 am
Sounds good, any idea on a release time, or are you going to leave us hanging like the tease that you are ? heh
#82167 - HtheB - Thu May 04, 2006 11:03 am
Troa11 wrote: |
I know twenty pages is a lot, but if you even did a search through this thread for Full Throttle, you'll already find that answered in detail.
Short answer: no. |
I know about that.. but maybe if there will be some sort of patch.. that it will remove uhmm.. like the background music or something? or.. that the game uses the M3 ram in stead of the DS.. there MUST be a way to play it.. tough it isnt easy ;)
#82186 - agentq - Thu May 04, 2006 2:11 pm
Yep, I'm a tease. I should be able to release the new version within a week, two weeks at the most, unless I discover something really badly wrong with it.
And discussions about M3 RAM and Full Throttle have been had before - just look through old posts to find them.
#82571 - Sylfurd - Sun May 07, 2006 11:05 am
The new release ( 0.6 ) is awesome, touch screen correction make the game really easy to use :)
But i have one question, maybe it has been asked several times, but is it possible to have the upper screen unscaled, no zoom and distortion on the upper screen, just the normal size game, 1 pixel in the game = 1 pixel on the screen and the bottom screen staying full screen !
I have issues with quitting the game ( it just freezes ), and saves are always invalid yet ..
I've only tested with monkey island 1 on my GBAMP !
thx :)
#82574 - agentq - Sun May 07, 2006 11:42 am
That's really really odd. I've saved in every supported game on my GBAMP and it's worked fine.
Do you think you could tell me whether your card is formatted with FAT16 or FAT32?
Oh - and quitting has always been a problem because the official ScummVM doesn't support it properly. :-(
Edit: Also, can you go and select a save path in the options menu and then check it.
#82590 - Sylfurd - Sun May 07, 2006 4:18 pm
Ok now it works :)
The save path had a value of "2" >_<
And for info my GBAMP is in FAT32 :)
thx a lot and congratulations, your work is absolutly awesome :D
#89285 - Moho - Sat Jun 24, 2006 12:19 am
hi,
i use a m3 mini SD and i?m not able to save. I checked the pathes and set them to a folder on my SD Card -> no effect. Every time i musst the Games add again. Also In the Games saving isnt working.
I tried the whole thing with gamemanager ( i thought maybe it is saved to the m3 sram), and without also but similar effects -> no saving.
So please could someone say me what i should do to get the saving work with the m3 sd? The games run all great so there is no problem.
bye moho
#89292 - Moho - Sat Jun 24, 2006 1:04 am
Ok,
after several tryings i make progess. scummvm didnt create an ini file on my mini sd card. so i googled about that problem and tried to create onw on my own. so i copied following into this ini file and at leat im able to save now in the games.
[ds]
forcesramsave=true
so now my question are someone here able to send me his scummvm.ini oder copy & paste it here. Because i have to insert every game newly when i start scummvm, but i think maybe this is also somthing that is writen to the ini.
so i hope 4 response of someone :)
bye moho
#92098 - tulpe - Tue Jul 11, 2006 4:40 pm
i'm having a problem with The Secret of Monkey Island (German/DOS/VGA)
when Guybrush fires the cannon to get to monkey island, a cut scene gets played and the screen Part III gets shown.
then scummVM DS crashes with the following error message:
(20:104:0x161): (IM00) Not found in 0... illegal block len -638386156
looks like the dreamcast port has the same issues?
https://sourceforge.net/tracker/?func=detail&atid=418820&aid=790850&group_id=37116
[edit]
oops.. wrong thread.. should go into the 0.6