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DS Misc > ScummVM 0.6

#82478 - agentq - Sat May 06, 2006 8:33 pm

ScummVM 0.6 is released at last!

Changes in this version:

- New games supported: Beneath a Steel Sky, Flight of the Amazon Queen, Gobliiins, and Simon the Sorcerer 1/2
- Added support for Supercard SD and M3 SD.
- Added new DS Options menu (hit select to use it).
- Added touchscreen offset options.
- Added new touchscreen reading code from libnds.
- Fixed screen size issues in FM-TOWNS games.
- Moved to the latest ScummVM codebase from their SVN repository.
- Made on-screen keyboard work anywhere in the game.
- Fixed build issues to use the ScummVM makefiles.
- Fixed Sam & Max memory issues.
- Fixed Loom CD audio problems.

Please post comments, issues, death threats, and so on.
http://scummvm.drunkencoders.com

Also, M3 SD is untested, so if it works, post and let me know!

#82481 - Veg - Sat May 06, 2006 9:00 pm

agentq wrote:

- New games supported: Beneath a Steel Sky, Flight of the Amazon Queen, Gobliiins, and Simon the Sorcerer 1/2


Sorry to ignore all the other points, but... wow! This is something I wasn't expecting for a while.

Great work agentq!

#82486 - Darkflame - Sat May 06, 2006 9:27 pm

FANTASTIC.

only I dont have time to play..or the means to copy it to my card..oh well :p

#82487 - Dark Knight ez - Sat May 06, 2006 9:28 pm

Sweet, sweet changes!
This will keep me occupied for a while, that's for sure.

#82488 - ?hr - Sat May 06, 2006 9:44 pm

wohooo! great news for sd user and YAY! latest scummvm now ported :)

great done!

#82489 - HtheB - Sat May 06, 2006 9:49 pm

final;l;y.. M3 SD !!! w00t!! :D

#82491 - Sephiroth87 - Sat May 06, 2006 9:50 pm

woot!!! great news!!!

/me is writing scummvm to his m3sd

#82498 - agentq - Sat May 06, 2006 10:32 pm

So did it work?

#82503 - Sephiroth87 - Sat May 06, 2006 11:07 pm

mhm, no, it doesn't seem to works...
it load games, but it can't save, and every time i must add the game to the list...

#82507 - HtheB - Sat May 06, 2006 11:39 pm

Sephiroth87 wrote:
mhm, no, it doesn't seem to works...
it load games, but it can't save, and every time i must add the game to the list...


@agentq: :( so there are problems :(
oh uhm.. its a little bit weird.. rain14 CAN write :O

#82508 - agentq - Sat May 06, 2006 11:48 pm

It can, but it can't read properly. I had that code in there and it didn't work. You can force ScummVM to use the SRAM save method that GBA games use.

In the ini file ScummVM.ini (or ScummVMB.ini for build B) under the line that says [ds] add one that says forcesramsave=true.

If the M3 software lets you write SRAM saves to flash, you can then use that to save.

#82517 - Troa11 - Sun May 07, 2006 1:13 am

I can't find the .ini file. Is it something that's supposed to be created on the flash card after the first run? (I'm using m3 SD). 'cause it's not there for me.

AgentQ, if the M3 SD community pitched in and GOT you a M3SD, would that make it easier for you to support it? I know I'd contribute.

Anyway, I'm quite impressed by what I have, and thanks a whole bunch for lefty support.

#82529 - agentq - Sun May 07, 2006 2:11 am

Ah yes, you won't have that if it won't write at all.

You should be able to run with an ini with just the single option in it though.

Create a text file, called scummvm.ini (for build a) or scummvmb.ini (for build b)

containing the following:
Code:
[ds]
forcesramsave=true


Now you should be able to use SRAM saves. Hopefully there's a way for the M3 to save them to it's flash somehow.

#82537 - Agentflit - Sun May 07, 2006 4:02 am

Beneath a Steel Sky works great on my SD supercard, but it'll freeze most of the time when saving...

Great work! :)

#82539 - acky - Sun May 07, 2006 4:15 am

Will this version read SO3 files?

#82562 - Veg - Sun May 07, 2006 8:22 am

SO3 are just mp3 encoded version of the SOU files. And agentq has said there's not enough memory for mp3 decoding. The same goes for SOG.

Everything seems to work fine on the GBAMP. BASS seems to start off running a little fast, but that can be changed ingame.
Gobliiins... has a tricky control scheme. You've got to change into right click mode to switch functions, then go back to left click to use it. Is there any chance of implementing a 'Sam and Max' style control method? It'd probably be pretty much the same code.

#82568 - Chetic - Sun May 07, 2006 9:49 am

Brilliant, BRILLIANT work, AgentQ!
I still can't beleive games with speech work this well.

Simon the Sorcerer won't save on my Supercard CF though. :\
No error messages or anything, it acts like it saves but when I want to load, it's not there.

Edit: Same goes for BASS.
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#82569 - MatLeOuf - Sun May 07, 2006 10:26 am

agentq wrote:
- Added new touchscreen reading code from libnds.
Hmm don't seem to be that accurate for me. You should maybe look at tepples' Axe "game". It had the same problem with touchscreen code and he managed to resolve it, you can find this thread here.
Otherwise, eveything seems to work fine, good work :)

#82572 - Dwedit - Sun May 07, 2006 11:07 am

Will Kyrandia be added eventually?
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#82573 - agentq - Sun May 07, 2006 11:35 am

MatLeOuf, each time I release a new version, someone says that there's code out there that solves the touchscreen issue, and each time it's actually not the case. I think the fact is that the stuff you touch in ScummVM is just smaller than most other games. I just tried out Axe, and it doesn't look any better than ScummVM to me.

If the touchscreen is consistantly off in the same direction, you can adjust it. Press select during a game and change the X and Y offsets.

Chetic, it should save fine on Supercard CF. Perhaps you could try select a Save Path in the options for Simon the Sorcerer and see if that helps.

acky, I tried putting MP3 support in there, and it worked, but caused slowdown every time someone spoke, which was very distracting. It also used up a fair bit of RAM. So I got rid of it for the final release.

Agentflit, are you sure? I've had two separate people confirm that it works fine with the Supercard SD. Perhaps it's something to do with the format of your SD card. It would be nice to see if it's affected by whether the card is FAT16 or FAT32.

Dwedit, Kyrandia is a possibility, but I think there would have to be a build C for that, since build B is already getting a bit large.

#82576 - knetzel - Sun May 07, 2006 12:11 pm

Oh man, agentq you`re wonderful.
Sam&Max works fine (Save and Load) on my SCSD.

One question, works Woodruff and the Schnibble of Azimuth (Goblins 3) too or only Goblins 1?

#82577 - Spike - Sun May 07, 2006 1:33 pm

Superb work.
Day of the tentacle works great on my SC SD.
I'm now try to trime down the directory in order to save space on my SD card(current install 268 megs with 256meg .SOU file). Can someone point me in the right direction as to what data files Scummvm needs to run.

I presume I need the following.

TENTACLE.000
TENTACLE.001
MONSTER.SOU
MANIAC Folder (291k)

Cheers,

#82581 - Mark_RC - Sun May 07, 2006 2:08 pm

Black screens on my G6 :(
It detects the games, but when I try to run them, it hangs.

Previous versions worked perfectly.

When we are going to get a G6 FAT driver? We are still using the scummdata.zip.

#82583 - agentq - Sun May 07, 2006 2:23 pm

If you have modified your zip file, by adding or removing files, there may be a problem. Delete the zip file and recreate it and see if that helps.

#82585 - ?hr - Sun May 07, 2006 2:48 pm

Spike wrote:
Superb work.
Day of the tentacle works great on my SC SD.
I'm now try to trime down the directory in order to save space on my SD card(current install 268 megs with 256meg .SOU file). Can someone point me in the right direction as to what data files Scummvm needs to run.

I presume I need the following.

TENTACLE.000
TENTACLE.001
MONSTER.SOU
MANIAC Folder (291k)

Cheers,

look for a non talkie patch, then you have only a 30mb dott or try starting your game after you deleted monster.sou.
you can also delete maniac, if you dont want to play it.

#82587 - Spike - Sun May 07, 2006 3:24 pm

?hr GmbH wrote:


look for a non talkie patch, then you have only a 30mb dott or try starting your game after you deleted monster.sou.
you can also delete maniac, if you dont want to play it.


Thanks ?hr GmbH.

I've just been doing a bit of googling and found a page which gives the relevant data file info you need for all the scummVM supported games.

http://www.scummvm.org/documentation.php?view=datafiles

#82588 - Critical_Impact - Sun May 07, 2006 3:26 pm

Works fine on my SC SD. Have tried running FOA, S&M, DOTT, Maniac Mansion

#82606 - Sephiroth87 - Sun May 07, 2006 7:29 pm

i tried putting the scummvm.ini myself, with the sram enabled...
it loads fine, and found the ini, but that way games won't run (at least, i tried only monkey island, but before enabling sra it worked...)

#82608 - Darkportal - Sun May 07, 2006 8:33 pm

same for me, i cant save

i put a directory with the scumm-files to my sd-card (supercard sd). i modified the .ini (its in the root). sd is fat.

i can save and load as long i dont quiet the game but when i do so the save-file isnt there.

maybe its important to you, i have to clear sram everytime i boot the nds. otherwise i cant start the game.

any clue for me ^_^

#82621 - acky - Sun May 07, 2006 11:53 pm

Thanks agentq. Everything else works perfectly. The touch screen adjustment is also very welcome.

#82622 - chava - Sun May 07, 2006 11:54 pm

Hi! Nice to see this project still going on!

I've got some issues (on my SC SD):

- TouchScreen isn't really accurate for me, and it isn't solved with the OffsetX or OffsetY options, maybe you should look at what MattleOuf said ;)

- When playing Indy3, after the flight scene to Venice, it breaks and debugger appears... maybe it's because I don't have the entire game, I'll try with another one.

- It didn't save til I entered another path (didn't save on root folder)

#82647 - gartlan - Mon May 08, 2006 3:41 am

Great work!

Well I have this kinda working in M3 SD after a bit, but not as I expected. Can only get 'ScummVM-a.ds.gba' (or the b version I imagine) to work 'ScummVM-a.nds' won't run (freezes at the 100% load mark), regardless of M3 Game Manager settings (have tried all combinations obviously not trimming...also tried just manually dragging the file onto the SD card...no go).

But the wierd thing is the GBA exe only works running as an NDS game ie. it won't work loading as a GBA game.

Have tested Monkey Island 1 CD version after following instructions for converting tracks using cdex. I can save and load gave saves in Monkey Island (the scummvm.ini trick works...see earlier posts) but have to add a game to the menu every time I boot.

anyone else got M3 to work using the NDS version?

I should also say I am running the game throught the M3 software front-end, using the game option...perhaps this has to be booted directly??

#82652 - Mrshlee - Mon May 08, 2006 5:40 am

gartlan wrote:
Great work!

Well I have this kinda working in M3 SD after a bit, but not as I expected. Can only get 'ScummVM-a.ds.gba' (or the b version I imagine) to work 'ScummVM-a.nds' won't run (freezes at the 100% load mark), regardless of M3 Game Manager settings (have tried all combinations obviously not trimming...also tried just manually dragging the file onto the SD card...no go).

But the wierd thing is the GBA exe only works running as an NDS game ie. it won't work loading as a GBA game.

Have tested Monkey Island 1 CD version after following instructions for converting tracks using cdex. I can save and load gave saves in Monkey Island (the scummvm.ini trick works...see earlier posts) but have to add a game to the menu every time I boot.

anyone else got M3 to work using the NDS version?

I should also say I am running the game throught the M3 software front-end, using the game option...perhaps this has to be booted directly??


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if your having problems.. loading homebrew on your M3 CF or SD
try pressing start instead of A to boot the homebrew
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#82657 - gartlan - Mon May 08, 2006 7:36 am

thx for the help, the nds file does indeed run if you press start :)

#82664 - agentq - Mon May 08, 2006 9:48 am

A .ds.gba version is not a GBA executable, it's a DS executable designed to run out of GBA cartridge space. The .nds and .ds.gba files are the same, they just use different startup methods, so they can be used on different devices.

It seems there is a bug with the save path stuff. For some people, it won't save until you choose a save path in the options menu. Any path will do, just as long as you set it. Please try this before posting here that you have save problems.

#82666 - Xtreme - Mon May 08, 2006 10:47 am

gartlan wrote:
thx for the help, the nds file does indeed run if you press start :)

You can add Pepsiman's M3powerloader to the nds file to start it with A.
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#82667 - Darkportal - Mon May 08, 2006 11:01 am

i have changed every path (to the root) so far but nothing changed yet.

#82670 - agentq - Mon May 08, 2006 11:16 am

Darkportal, if you've tried the forcesram=true option, get rid of it to see if now that you've set path it will save directly on the SD card.

#82675 - MatLeOuf - Mon May 08, 2006 1:18 pm

chava wrote:
- TouchScreen isn't really accurate for me, and it isn't solved with the OffsetX or OffsetY options, maybe you should look at what MattleOuf said ;)
I also tried to play with the offset values, but it's obvious that the problem has nothing to do with the offset : when I try to type on the keyboard, the precision is very good in the center of the screen and gets worse and worse when I go to the corners (I can't even touch the X to close it...). It's typically the issue I encountered with old libnds that had been corrected since with new code.
As I said in my other post, tepples had the exact same problem that he corrected using touchReadXY(). I don't know the details, but I'm pretty sure he will share them with you if you ask ;)

#82677 - chava - Mon May 08, 2006 1:34 pm

MatLeOuf wrote:
I also tried to play with the offset values, but it's obvious that the problem has nothing to do with the offset : when I try to type on the keyboard, the precision is very good in the center of the screen and gets worse and worse when I go to the corners (I can't even touch the X to close it...). It's typically the issue I encountered with old libnds that had been corrected since with new code.
As I said in my other post, tepples had the exact same problem that he corrected using touchReadXY(). I don't know the details, but I'm pretty sure he will share them with you if you ask ;)


Well, it's the same thing for me, please agentq, do something to fix this ^^

#82679 - agentq - Mon May 08, 2006 1:57 pm

When I try tepples' program, the touchscreen problems are still there for me. I already use TouchReadXY() to read the touchscreen. Although it is possible libnds was updated since the version I use, mine is pretty recent.

#82680 - chava - Mon May 08, 2006 2:31 pm

that's strange... ScummVm is the only hombrew program with bad ttouch accuracy on my ds... hope it gets solved ;)

#82682 - wintermute - Mon May 08, 2006 2:59 pm

agentq wrote:
When I try tepples' program, the touchscreen problems are still there for me. I already use TouchReadXY() to read the touchscreen. Although it is possible libnds was updated since the version I use, mine is pretty recent.


I just had a look at the source tarball and you don't use touchReadXY() in there. Is there something more recent than This?

I tried building but I get this ( after fixing a few bits that are wholly dependent on your environment)

Code:

davem@NEUROMANCER /e/projects/scummvm/backends/ds
$ make
ELF
built ... arm7.bin
../source/cdaudio.cpp: In function 'void CD_playTrack(int, int, int, int)':
../source/cdaudio.cpp:157: error: 'volatile struct sTransferRegion' has no member named 'adpcm'
../source/cdaudio.cpp:158: error: 'volatile struct sTransferRegion' has no member named 'adpcm'
../source/cdaudio.cpp:159: error: 'volatile struct sTransferRegion' has no member named 'adpcm'
../source/cdaudio.cpp:178: error: 'volatile struct sTransferRegion' has no member named 'streamFillNeeded'
../source/cdaudio.cpp:179: error: 'volatile struct sTransferRegion' has no member named 'streamFillNeeded'
../source/cdaudio.cpp:180: error: 'volatile struct sTransferRegion' has no member named 'streamFillNeeded'
../source/cdaudio.cpp:181: error: 'volatile struct sTransferRegion' has no member named 'streamFillNeeded'
../source/cdaudio.cpp:193: error: 'volatile struct sTransferRegion' has no member named 'streamPlayingSection'
../source/cdaudio.cpp: In function 'void CD_playNextBlock()':
../source/cdaudio.cpp:362: error: 'volatile struct sTransferRegion' has no member named 'adpcm'
../source/cdaudio.cpp:363: error: 'volatile struct sTransferRegion' has no member named 'adpcm'
../source/cdaudio.cpp:371: error: 'volatile struct sTransferRegion' has no member named 'streamFillNeeded'
../source/cdaudio.cpp:373: error: 'volatile struct sTransferRegion' has no member named 'streamFillNeeded'
../source/cdaudio.cpp:391: error: 'volatile struct sTransferRegion' has no member named 'streamFillNeeded'
../source/cdaudio.cpp:408: error: 'volatile struct sTransferRegion' has no member named 'adpcm'
../source/cdaudio.cpp:359: warning: unused variable 'f'
make[2]: *** [../source/cdaudio.o] Error 1
make[1]: *** [ndsall] Error 2
make: *** [all] Error 2


Are you modifying the libnds headers?
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#82683 - king corn - Mon May 08, 2006 3:00 pm

hi!
i'd like to leave some feedback for the dev:

technical details:
NDS + FlashMe V7 (or V6, can't remember - getting to old ;) )
M3 Perfect SD, "Firmware" 18, Sandisk 1GB

Games tested :
DOTT talkie english
MI1 nontalkie english
MI2 nontalkie english
INDY4 FULL takie ( not added to scummdata.zip due to 80mb size :) )

i've created the "scummdata-a.zip" and merged it with the batchfile to scummvm-a-withdata.ds.gba .

Size: scumdata-a.zip - 28.155.551 Bytes
Size: scummvm-a-withdata.ds.gba : 29.616.879 Bytes

FILE: scummvm-a-withdata.ds.gba
i can add games ( dott,mi1,mi2 ), but scummvm crashes on select of START.

FILE: ScummVM-a.nds
scummdata.zip can't neither be found in ROOT nor in the folder, where ScummVM-a.nds is located. I've even tried to rename the the archive to
scummdata-a.zip. Still won't no luck.

FUNNY :
i've copied all the mentioned games directly to the sd-card and i can add the folders to ScummVM-a.nds and the games work. INDY4 has NO talkie - probably because its 80MB :) - and ScummVM-a.nds crashes after i select QUIT. ScummVM won't save the added folders.

I'll try to reduce the size of the "scummvm-a-withdata.ds.gba" and post some new infos later today.

cya&hf
king corn

ps : i got SuperCard SD as well as M3 Perfect SD - so in case there's a need for beta-testers :)

#82684 - agentq - Mon May 08, 2006 3:00 pm

You need to rename your ipc.h to something else inside libnds, so that it can pick up my own version.

I realise this is very bad.

#82696 - chava - Mon May 08, 2006 5:49 pm

king corn, i think you don't have to zip files if you're using M3 or SC, only put each game in a folder.

#82697 - idbirch - Mon May 08, 2006 5:50 pm

Wow, this works great on my Supercard SD, thankyou AgentQ!

Saving is a bit hit and miss though. I tested 0.6 on one of my SD cards and it ran and saved fine without me changing any options. I stuck it on a second SD card with the same game and suddenly, saving wasn't working. I tried setting the save path manually to different things but it wouldn't work.

I deleted all the save game files and tried again and then it decided it wanted to work, could save and load fine. Great I thought, and tried a new game (Indy and Fate of Atlantis). Again, wouldn't save. Said it was saving but after rebooting, no save games. Tried saving to slot 4 instead of 1 - decided to work. As long as it works, I don't care if I have to fanny about for a few mins getting a working save slot but it does seem a bit random.

#82700 - derula - Mon May 08, 2006 6:19 pm

Now finally I can play Simon the Sorcerer on my DS. Too sad I can't really play it because subtitles are not shown and mp3 compression is not supported.
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#82702 - king corn - Mon May 08, 2006 6:54 pm

ARGH

it seems ScummVM killed my SD-CARD Contents.
i can remember that the latest version of DSorganize has the same issues.
( flaw in FAT access subroutines?! )

i've put ScummVM-a.nds, added DOTT, played some DOTT, saved, Message "save ok", tried to load "corrupt savegame", rebootet and finally SDcard DEAD.

very nice :
[Images not permitted - Click here to view it]
i have to say ... I AM NOT AMUSED!

cya&hf
king corn

#82704 - moofree - Mon May 08, 2006 7:47 pm

I'm getting the same thing on my old flash advance pro 128. After it freezes up once, i have to clear the sram with L+R or it'll freeze up immediately on boot.
v0.5 worked perfectly.

I've tried both winrar's and 7zip's zip compressor (no compression). This happens with both loom and secret/monkey island.

Mark_RC wrote:
Black screens on my G6 :(
It detects the games, but when I try to run them, it hangs.

Previous versions worked perfectly.

#82708 - agentq - Mon May 08, 2006 8:37 pm

Ok, I'm thinking that the crashes on flash carts could be caused by the save path thing too.

Try setting the save path on the first boot, and then see if you can reboot without it crashing.

wintermute, you're right, it doesn't use TouchReadXY(). I must have done that change to the 0.5 codebase and forgotton to move it over.

I'm hoping to fix this save path thing and the touchscreen and release a 0.61 in a few days.

As for the unreliable SD card saving, there's not a lot I can do about that. Several other very talented people have contributed to the driver, and I'm thinking if they couldn't get it to work properly there may be little I can do to help out.

#82709 - Darkportal - Mon May 08, 2006 8:57 pm

mine works fine after i did the thing king corn mentioned.

maybe it was my fault. i converted the files with the batch. this time i took only the scummvm-a file and put the the game just with the directory to my sd card.

now i can save aswell.

nice work :D

edit: the game is added to my list too (only 1 game total)

#82724 - moofree - Tue May 09, 2006 12:11 am

The default is '2', and i can just browse the file system when i try to change it.
Shouldn't it be saving to the cart's sram?

If i change it from the default path to anything else (ds:/ ds:/scummdata or a game folder) and don't add a game it does freeze up on boot (no doubt because the flash cart's not writable i assume)


agentq wrote:
Ok, I'm thinking that the crashes on flash carts could be caused by the save path thing too.

Try setting the save path on the first boot, and then see if you can reboot without it crashing.

#82745 - Mark_RC - Tue May 09, 2006 7:58 am

moofree wrote:
I'm getting the same thing on my old flash advance pro 128. After it freezes up once, i have to clear the sram with L+R or it'll freeze up immediately on boot.
v0.5 worked perfectly.

I've tried both winrar's and 7zip's zip compressor (no compression). This happens with both loom and secret/monkey island.

Mark_RC wrote:
Black screens on my G6 :(
It detects the games, but when I try to run them, it hangs.

Previous versions worked perfectly.


Exactly the same for me. I'll test changing the sram configuration later.

#82747 - chava - Tue May 09, 2006 8:32 am

agentq wrote:
I'm hoping to fix this save path thing and the touchscreen and release a 0.61 in a few days.


That's great ;)

#82767 - Raventyr - Tue May 09, 2006 4:28 pm

Just been playing monkey island on my SCSD, initially the save didn't work on default setting, but I changed the save path to the game dir and it worked great. Cheers AgentQ, you rock !

#82780 - mickeyd - Tue May 09, 2006 7:49 pm

I can't seem to get the game to show up on the m3sd. Can someone write me up a walkthrough with what to do? I put scummvmds in scuumvm folder on my card and then put the game in the same folder as a .zip, .rar, and just the files unzipped but got nothing. plz help i looked around but couldn't find anything I apologize if this has already been addressed.

#82795 - QazzaQY2K - Wed May 10, 2006 1:25 am

hmmm got a SCSD NDS v2 FlashmeV7 the SD is 2Gb .. issue is that i boots the ScummVMDS but then when i press start it goes two black screens and that's it :S .. anyone with a working SCSD versions of BASS could plz pm me ?

YAY tryed anothere aproch and i got it working finaly really well with saving and all .. writes to the SD card ;D

i can confirm that loading and saving works just fine ;D but it's the way you do it that works tho.. instead of typing a long name with X to get the keyboard u use select and get one letter in .. then save it ... and works .. but then i tryed with the X button and it hangs ..

works fine now with X button just make sure ur X out the keyboard be4 saving all tho i don't think it matters ..


Last edited by QazzaQY2K on Wed May 10, 2006 2:55 am; edited 1 time in total

#82797 - QazzaQY2K - Wed May 10, 2006 2:50 am

well all you do is make a dir with the game in not a zip.. then just run the ScummVMDS i'd suggest a .NDS with SC bot code (scconv.exe) .. well just to show ya .. i made a clip with bad lighting and bad webcam video but still ;D

in root of ur sdcard:

scummvmb.ini:

Code:
[ds]
xoffset=0
unscaled=false
lefthanded=false
yoffset=0

[scummvm]
music_volume=192
speech_volume=192
aspect_ratio=false
music_driver=auto
lastselectedgame=sky
native_mt32=false
subtitles=false
fullscreen=false
sfx_volume=192
enable_gs=false
multi_midi=false
versioninfo=0.9.0svn
savepath=mp:/HOMEBREW/SCUMMVM   //your own path plz

[sky]
description=Beneath a Steel Sky
path=mp:/HOMEBREW/SCUMMVM/SKY  //your own path plz
gameid=sky
language=gb

[queen]
description=Flight of the Amazon Queen
path=mp:/HOMEBREW/SCUMMVM/FOTAQ  //your own path plz
gameid=queen
language=en
savepath=mp:/HOMEBREW/SCUMMVM/FOTAQ  //your own path plz



Saving works fine i set the save path and i get files named SKY-VM.001 and a SKY-VM.sav Save Files

BASS Video play it with moonshell ;P

#82801 - mickeyd - Wed May 10, 2006 4:39 am

I keep getting a "Failed game detection" when trying to open the games in my list.

#82807 - QazzaQY2K - Wed May 10, 2006 6:41 am

well tell step by step how ur doing it and maybe we can help you.. ;D

#82808 - mickeyd - Wed May 10, 2006 7:28 am

I use a M3SD (I've heard people both using it and not, so im trying it)
1. I uploaded "ScummVM-b.nds" to my SD card.
2. Then I uploaded my Indiana Jones Fate of Atlantis files to my card.
3. Below is the scummvmb.ini file I'm using in my root dir.
I tried copying the person who posted theirs a couple posts back.
4. I can see the two games in the list, but when highlighting them and selecting start they gimme the message "Failed game detection" on the upper screen.
5. The previous msges are as follows:

Searching for ZIP archive.... Not found!
Looking for gobd reader!
Looking for indietion
Failed game detection

Code:

[ds]
xoffset=0
unscaled=false
lefthanded=false
yoffset=0

[scummvm]
music_volume=192
speech_volume=192
aspect_ratio=false
music_driver=auto
lastselectedgame=gob
native_mt32=false
subtitles=false
fullscreen=false
sfx_volume=192
enable_gs=false
multi_midi=false
versioninfo=0.9.0svn
savepath=mp:/SCUMMVM

[gob]
description=Gobliiins
path=mp:/SCUMMVM/GOBLIIINS
gameid=gob
language=en
savepath=mp:/SCUMMVM/GOBLIIINS

[indie]
description=Indiana Jones and the Fate of Atlantis
path=mp:/SCUMMVM/INDIE
gamid=indie
language=en
savepath=mp:/SCUMMVM/INDIE


I appreciate any help and thanks again.

#82811 - QazzaQY2K - Wed May 10, 2006 8:54 am

Hmm.. i use a SCSD but shouldn't be much difrent i bet.. anyway don't you get a:

"Searching for ZIP archive...Not found!

Found flash card reader! <--- this should show it self.. or u might use a bad firmware on the M3.. ;S .. u should be able to c the root of your SD card and then coose the games ur self if u start picking games.. try with out the ini file and c if it can make it's own ..

#82813 - wintermute - Wed May 10, 2006 9:29 am

mickeyd wrote:
I use a M3SD (I've heard people both using it and not, so im trying it)
1. I uploaded "ScummVM-b.nds" to my SD card.
2. Then I uploaded my Indiana Jones Fate of Atlantis files to my card.
3. Below is the scummvmb.ini file I'm using in my root dir.
I tried copying the person who posted theirs a couple posts back.
4. I can see the two games in the list, but when highlighting them and selecting start they gimme the message "Failed game detection" on the upper screen.
5. The previous msges are as follows:

Searching for ZIP archive.... Not found!
Looking for gobd reader!
Looking for indietion
Failed game detection


Looks like the m3:sd isn't being detected, try this.

1. When you "upload" to the the SD card don't use the m3 game manager, copy it using drag & drop from windows.

2. When starting the game from the M3 menu use the A button rather than the Start button.
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#82815 - agentq - Wed May 10, 2006 9:50 am

Indiana Jones runs with build A, not build B. Build B will not detect this game. Gobliiins should run though.

#82833 - mickeyd - Wed May 10, 2006 4:30 pm

I don't use the game manager to upload my stuff, because well I didn't think you needed to patch homebrew? but will try both ways i guess what the hell.

Thanks for all the feedback will try some of the suggestions and post the positive or negative.

UPDATE!

Still nothing... Could someone perhaps tell me what files(file names) should be included for one of these games. Maybe brother sent me the game files but maybe he didn't send all or something i don't know. Thanks again

#82853 - md7marcu - Wed May 10, 2006 8:51 pm

1. Force sram save. As per earlier posts
2. Rename ScummVM-a.ds.gba to ScummVM-a.nds, (or equivalent)
3. Use M3 Game Manager to copy it to the SD
4. Start the game with a

The games (scumm) now saves to sram and the M3 takes care of saveing the sram's state.

#82861 - QazzaQY2K - Wed May 10, 2006 9:54 pm

1. Download BASS from scummVM get the big one with nice audio ;D
2. Unzip/rar it to a folder, You should have 3 files (sky.cpt, sky.dnr, sky.dsk ) in one dir.
3. Open up the SD card removable drive. Put the BASS dir in your ScummVM dir.
4. Copy over ScummVM-a.nds & ScummVM-b.nds (or ScummVM-a.ds.gba ScummVM-b.ds.gba, RENAMED .ds.gba added prefix .NDS = ds.gba.nds or just .nds) have them in the ScummVM dir.
5. Boot up ur M3 start the ScummVM-B (IMPORTANT THE B VERSION plays BASS) with the .NDS .. or the ds.gba.nds
6. it boots up with reading .. "Searching for ZIP archive.... Not found!" & "Found flash card reader!" and shows you the menu of ScummVM.
7. Press "Add Game.." and find the BASS dir.. once at the dir not in the dir.. press the choose button..
8. Your in the BASS game options. Just press ok.
9. Out in the main menu go in to options, Find save tab and go to "Save Path .." Press it and choose where it will save to (i used the ScummVM dir) ok and out in the main menu.
10. Main Menu pick the BAss game and press start. Hopefuley in seconds you should c the Virgin Logo and start hearing the story line ;D


P.S this is how i do it with SCSD ;D hope it works for you too .. it's the samething so it better work :P if not u may catch me on msn for live chat.. Good Luck and happy playing ;D

#82878 - spinal_cord - Wed May 10, 2006 11:53 pm

Very good emulator/engine here, congratulations on the work.

Cdex keep deciding NOT to use any settings I give it, so my wavs almost always come out 44.1khz stereo PCM, can someone suggest something?

I was wondering, would it be possible to have the touch screen work similar to a lapdop touch-pad?
single jab = click
jab & hold = hover
button + jab = right mouse button

also is monkey island 3 likely to work ever?
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#82881 - QazzaQY2K - Thu May 11, 2006 12:22 am

1. Start CDex.
2. Press config button to the right the gearwheel.
3.Encoder select Wav output, Format wav, compression IMA ADPMC, go with same freqenzy as the source or u wont be happy. Select mono. Check the onthefly encoding.
4. F11 or wav to compressed.. select the folder it's in .. then start it .. then look in the folder u saved it in and it should be done ;D name it properly and ur done ;D .. u can also use winamp works great ;D Ctrl+P output diskwriter .. and u'll find the rest.. make sure u convert also untick the repeat .. ;D

#82902 - exorx - Thu May 11, 2006 2:25 am

Hi, I tryed ScummVM 0.6 some days ago because I was looking for this release for a while (for M3 SD support). I transferred the 4 versions (2 gba and 2 nds file) on my SD card (no M3 Game Manager). Here's my really bad results :

- click A on scummVM-a.ds, can't start, progress bar full but hangs
- click A on scummVM-b.ds : can't start, progress bar full but hangs
- click A on scummVM-a.ds.gba : first click, nothing
second click, the program starts, yippie, close my DS, open it back, SD dead, my SD is screwed, need to format it back
- click A on scummVM-b.ds.gba : first click, nothing
second click, the program starts, yippie, close my DS, open it back, SD dead, my SD is screwed, need to format it back
- click START on scummVM-a.ds.gba : can't start, progress bar full but hangs
- click START on scummVM-b.ds.gba : can't start, progress bar full but hangs
- click START on scummVM-a.ds : the program starts, yippie, close my DS, open it back, SD dead, my SD is screwed, need to format it back
- click START on scummVM-b.ds : the program starts, yippie, close my DS, open it back, SD dead, my SD is screwed, need to format it back


I'm a bit disappointed, I wanted to play dott on my ds :o(. Even lost my GBA and NDS savegames along the way :O(

I did not create a scummvm.ini file, but damn, it corrupts badly my SD card...I'm not sure it will fix anything!! If the program starts, it corrupts my SD...

I'm using FlashMe V6, maybe you should write something like "unstable" untill problems are solved. If you need help for beta testing on my hardware, please ask, I could help.

Thanks

Exorx

#82917 - mickeyd - Thu May 11, 2006 4:47 am

I was able to get BASS working. So im thinking the files i have are the wrong ones or something can anyone that has gotten Gobliiins and/or Indy3 working tell me what files I need to have on the card? NOT WHERE TO GET THEM OR ANYTHING JUST THE FILE NAMES SO I CAN RULE OUT WHAT IM DOING OR NOT.

BTW THANKS ALOT for the posts as you can see I've gotten the BASS game working so woo hoo! Thanks again great job on the port keep up the good work agentq

#82939 - OmegaII - Thu May 11, 2006 8:43 am

I have an EZ flash II and III. I use my EZ Flash II to put it on, cause I can't find a work to let it work on version III

Anyway, I have a problem with version 0.6, version 0.5 worked except the known bugs :)

But version 0.6 doesn't work at all. I created a normal store zip ( no compression ) as I did before. The games are in a dir inside the zip, and build it with the A version ( I tried monkey island 1 and 2 and loom so far ). They all have the same result, it says it can't find something, stops working and gives black screens. Things it can't find are monkey.002 ( never saw that file with that game, ' ? \ ' for monkey island 1 and for Loom well it gives no error just stops.

I know that flash cart types , certainly EZ flash aren't supported by any homebrew, but it worked before so maybe something got broken in this version ?

If I had any programming knowledge I'd look into it myself .. but I suck at it :p

I hope it will be fixed in 0.7 :) Thanks for the great port though :)

#82944 - spinal_cord - Thu May 11, 2006 10:35 am

Does anyone have voices in FotAQ? I have music, but no voices (scummvm website said it was the talkie one)
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#82946 - QazzaQY2K - Thu May 11, 2006 11:35 am

mickeyd wrote:
I was able to get BASS working. So im thinking the files i have are the wrong ones or something can anyone that has gotten Gobliiins and/or Indy3 working tell me what files I need to have on the card? NOT WHERE TO GET THEM OR ANYTHING JUST THE FILE NAMES SO I CAN RULE OUT WHAT IM DOING OR NOT.

BTW THANKS ALOT for the posts as you can see I've gotten the BASS game working so woo hoo! Thanks again great job on the port keep up the good work agentq


[Gobliiins 1(VGA-CD)]
Code:

GOB.LIC
INTRO.STK
Track1.wav <-- Audio track riped and converted to IMA ADPCM


[Indiana Jones 3 (FMTOWNS)]
Code:

00.LFL (00-99)
01.LFL  (etc)
Track1.wav (1-14)<-- Audio track riped and converted to IMA ADPCM
Track2.wav (Etc)


P.S He who searches usaly finds ScummVM DataFiles List

#82954 - QazzaQY2K - Thu May 11, 2006 1:42 pm

spinal_cord wrote:
Does anyone have voices in FotAQ? I have music, but no voices (scummvm website said it was the talkie one)



I sure do! start with the two traped and first words "Well King" by the girl.. ;D good game..happen to have all the games .. even a few originals :D .. who don't love Lucasarts ;D and the Scumm engine ;D

#82955 - agentq - Thu May 11, 2006 1:46 pm

When you download FotAQ, make sure you get the uncompressed original voice file, not the MP3 or OGG version, as these won't work.

#82967 - mickeyd - Thu May 11, 2006 3:50 pm

Well, I managed to get Gobliiins to work but that's it. Indiana Jones and DOTT won't work. But someone said that indy only works on a and that m3sd isn't supported on a (if memory serves me right) so I guess I'll stay tuned for next update to test for the m3sd users out there :D

#82972 - agentq - Thu May 11, 2006 4:50 pm

Builds A and B support the same cards. The games supported is the only difference. Many people have reported success running Indy and DOTT on M3SD, so it does work.

#82992 - chava - Thu May 11, 2006 7:10 pm

agentq, any news with touchscreen issue??

EDIT: Of course I dont wan you to be quicly with that, it's only that i cant wait ^^

;)

#83002 - mickeyd - Thu May 11, 2006 9:40 pm

I have gotten DOTT to work now but I have some minor questions for anyone that can help.

1. I still haven't gotten Indiana Jones to work with ScummVM-a.nds.
I used the ATLANTIS.000 and ATLANTIS.001 but nothing. Any ideas?

2. I can't hear the dialogue in DOTT is that because I need to convert my
.sou file to .wav?

3. And finally while playing goblins i can't get them to do anything with right
click. When I press right on d-pad it changes and when i click it makes the
right click's icon image come up but the character wont perform the action.

Thanks again and as soon as I get all my problems solved I think I'm gonna write up a "newb's guide to scummvm ds" THANKS AGAIN! :D

#83005 - spinal_cord - Thu May 11, 2006 10:50 pm

2. all I did, was copy the files from the CD to my CF card and the voices worked fine. No conversion needed.
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#83008 - QazzaQY2K - Thu May 11, 2006 11:53 pm

1. your missing the audio file
MONSTER.SOU
ATLANTIS.000
ATLANTIS.001

2. you only need to convert audio tracks games that use the audio cd in the cdrom while you play .. that's that listed games on the scummvmds site.. all games that use .sou don't need to be converted .. all the files you need says on the scummVM webpage as i posted be4.. you seem to have them all

3. works fine on my SCSD donno.. sry

#83043 - spinal_cord - Fri May 12, 2006 9:54 am

If ram is the main problem with running some of the later games, would some sort of virtual memory not work? I know this would slow down the emulation a little, but would it be so bad?
Or perhaps wome sort of pre-converter, resize all the gfx etc before running it, perhaps on the PC side of thing?

Just a thought.
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#83046 - QazzaQY2K - Fri May 12, 2006 10:27 am

Yeah i was thinking the same thing a few days ago.. games like the dig and full throtell would so rock on the NDS .. and as we got the FAT working on SD cards we play with only 2,4Mbs uploaded to the ram of the gba flashcarts, so we got like a 30Mbs free to be uploaded now all there needs to be done is some one reverce enginere the direct writing commands of every card or maybe ask nicly from the developers of the brand and get on with having a swap ram of some sort or just using it directly.. isn't the XiP linuxds uses the thing we need to get and sort of membory expansion ? or em i just winging something that is way to much work and not really posible ?

P.S i know that the arm7 isn't used to much in the scummvmds as i looked in the source.. (i'm no wiz just a calculated guess) but it seems it could be put to more use as a ram swaper or something like that .. anyway just my final thoughts on the issue


----------------------------------------------------


anothere thing i was thinking about is the use of mp3 or ogg don't have to be super crips quality some not as cpu intense .. now i know ur a audio wiz with the audio you made for gba.. so i don't think it'd be to much of a chalange to maybe geting stereo or something going... now i don't think the NDS can pusch out the amps of the audio in the hardware but just as moonshell uses some sort of audio antializing maybe u can do the same..

support for compresed audio/vocie with Simon the Sorcerer 1&2 ?

#83060 - agentq - Fri May 12, 2006 1:54 pm

I did have MP3 audio going, but it caused a fair bit of slowdown. Many parts of the games are close to slowing down anyway, and the extra chunk of CPU made them pretty slow. Parts that slowed down already became really really slow when running MP3 audio.

Although I may well have scraped enough RAM together to put it in the next release, if anyone is still interested. No promises though. It runs ok when there's not much animation going on while the MP3 is playing, but at other times its really bad. Reducing the bitrate of the MP3s seems to make little difference.

Stereo audio is definately a possibility, although I don't know how many games actually had stereo audio. Higher quality audio is a little tricky, as the OPL3 emulator used is incredibly slow. Audio antialiasing is also something which might help, and could potentially be done on the ARM7. Please, if anyone wants to have a go at that, go ahead, I'm not sure when I would have the time to work on it.

RAM is not the only problem with running the later SCUMM games like The Dig, but also I would imagine they would need more CPU power than we have as well.

As for resizing the graphics, I'm not sure there is any way of extracting the graphics and repacking them.

Basically, if this was a commercial project and I had six months full time to spend on it, I think it would all be possible, but unfotunately I have to fit it all in around my job, and after spending 8 hours programming during the day, doing another three or four hours when I get home is not the most appealing thought.

Oh - and if anyone has any suggestions how I could improve the website and documentation please feel free to mention it.

#83152 - spinal_cord - Sat May 13, 2006 1:58 pm

agentq wrote:

but also I would imagine they would need more CPU power than we have as well.


Are you saying you don't KNOW that some of the later games wont work? there might be a chance?

agentq wrote:

Basically, if this was a commercial project and I had six months full time to spend on it, I think it would all be possible, but unfotunately I have to fit it all in around my job, and after spending 8 hours programming during the day, doing another three or four hours when I get home is not the most appealing thought.


I heard you were in talks to get this released as an official port on the SCUMMVM site, is this true?



Anyway, congratulations on an excellent engine, as you know, ANY releases and upgrades, no matter how small are greatly apreciated by the community.


-Edit-
Can anyone tell me which files in need for simon2?i've tried from two different CD versions, but neither of them work, I just get black screens with the mouse icon on the top screen, it completely freezes (or seems to).
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Last edited by spinal_cord on Sat May 13, 2006 2:16 pm; edited 1 time in total

#83156 - agentq - Sat May 13, 2006 2:15 pm

Quote:
Are you saying you don't KNOW that some of the later games wont work? there might be a chance?

I know that they use too much RAM, and I suspect they may use too much CPU time as well.

Quote:
I heard you were in talks to get this released as an official port on the SCUMMVM site, is this true?

Anyway, congratulations on an excellent engine, as you know, ANY releases and upgrades, no matter how small are greatly apreciated by the community.


Yes, the plan is that it will eventually become an official port. This is mostly dependent on the ScummVM team adding features to replace the hacks I've made to the source, and on me fixing some of the source code mess in my port.

I'm glad this stuff is appreciated, it makes it all worthwhile!

#92102 - tulpe - Tue Jul 11, 2006 5:08 pm

[edit]

yikes.. wrong thread again.. damn bookmarks.. thanx outphase


Last edited by tulpe on Tue Jul 11, 2006 5:48 pm; edited 4 times in total

#92113 - outphase - Tue Jul 11, 2006 5:43 pm

why are you bumping an old topic? use scummvm 6.1

#92145 - dem1980 - Tue Jul 11, 2006 8:14 pm

deplaced in 0.61 post...
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#97290 - frogger - Wed Aug 09, 2006 2:13 am

Does anybody know why ScummVM wont save my game? I saved the game and when i turn it off and play it again later, my save game is all gone.. i'm using a supercard lite.

#97299 - tepples - Wed Aug 09, 2006 3:52 am

Have you tried the quick power cycle method?
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#97473 - frogger - Thu Aug 10, 2006 1:31 am

hmm not sure what that is... are you able to explain a bit more? Thanks for the reply!

#97577 - Rrilltrae - Thu Aug 10, 2006 4:01 pm

Hey guys, sorry for bothering people if this has been mentioned before, but are there any plans for a version of scummvm that will be compatible with the max media dock?

I'm a bit worried that this new hardware to the scene may get the shaft cause its low price and mainstream availability will make it popular with people who don't really follow what's going on in the dev scene, rather than dedicated folks whove dropped a pretty penny on their import cards....

I'm hoping to get some friends into the homebrew scene but they're scared away by the coding aspect, and this seemed like a nice relatively simple alternative, complete with real english documentation.

#98435 - hornetx - Tue Aug 15, 2006 6:56 am

does anyone know what compression settings are capable of getting the MONSTER.SOU files down under 30mb so i can use them with the DS? I'm using the scummVMtoolBox1.0 and can't seem to shrink the DOTT SOU smaller than 90mb. A step by step guide on SOU compression would be nice, as most of the readmes and net info i've found has been pretty vague. Thanks for any help.