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DS homebrew announcements > ScummVM 0.61

#83362 - agentq - Mon May 15, 2006 10:09 pm

Changes in this version:
- Added MP3 compressed speech support (although it can cause the games to slow down)
- Fixed save path bug
- Improved touchscreen accuracy
- Fixed GBA flashcart reading bug
- Fixed some graphical glitches
- Fixed Loom save bug
- Fixed another Loom audio bug

Hopefully this version fixes the issues people were having with ScummVM 0.6. You still won't be able to write to disk properly using the M3 SD. On the other hand, you can play without choosing a save path, and GBA flash carts work much better.

http://scummvm.drunkencoders.com

As usual, please post your experiences here, good or bad!

#83367 - MatLeOuf - Mon May 15, 2006 10:37 pm

agentq wrote:
Changes in this version:
...
- Improved touchscreen accuracy

Thanks a lot! It works like a charm now ;)
Sam & Max, here I come!

#83378 - QazzaQY2K - Tue May 16, 2006 12:48 am

Loom audio works perfectly now ;D and the tuch pad is in 100% clibrated ;D very happy user.. playing my old classics ;D ahh.. maybe some support for Inherit the Earth ? that's be awsome ;P

#83546 - derula - Tue May 16, 2006 9:54 pm

I'm not quite sure how mp3 compression should be made use of. I put the mp3 file which isn't actually an mp3 file onto the card which the compress_simon application did for me: no sound. I renamed it to .voc: game crash telling that bitrate is too high (but i actually had lowest possible bitrate for mp3). on the website is no documentation yet, at least i couldn't find any. could you write some, or isn't it working for simon the sorcerer yet?
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#83560 - Mr. Picklesworth - Tue May 16, 2006 11:41 pm

Loom is crashing for me as soon as it starts up in build A...

(The difficulty level screen is displayed, but ScummVM freezes).


Running on GBAMP and Flashme v6.

Booting ScummVM through Moonshell, and on a 512 MB CF card.

The exact same Loom worked previously (except for the audio bug).
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#83565 - agentq - Wed May 17, 2006 12:03 am

derula, it seems I put up a build which hadn't linked libmad properly. Download it again and you should get sound.

And the simon.mp3 file should open as a normal mp3 file. Mine does, and you can hear all the speech samples one after the other.

Mr Picklesworth, are you playing the CD version of loom? I tried that myself just now and it works fine. You do remember that there's a black screen after you select the skill level for about 10 seconds while some audio plays?

Perhaps you could copy v0.5 over to your card and check if it still works.


Last edited by agentq on Wed May 17, 2006 12:13 am; edited 1 time in total

#83567 - QazzaQY2K - Wed May 17, 2006 12:06 am

Hey
I been testing alot of games with mp3 and i can say that it's not that many that play to smoth mostly Indy 4, Simon (DOS version) games don't work any good at all in mp3 .. same goes for sam & max .. i did talk to agentq about puting mp3 support with Audio CD games as loom, indy 3, monkey .. ect .. games that use Track1.wav .. should use Track1.mp3 .. it will take a while cuz he's bussy right now with more important issues but it will be there some time in the future .. or faster if more support and interest is shown ;D Also Stereo audio would rock too ;D

#83613 - derula - Wed May 17, 2006 10:40 am

agentq wrote:
And the simon.mp3 file should open as a normal mp3 file. Mine does, and you can hear all the speech samples one after the other.


Oh yeah it does. The German voice actor of Simon sounds so motivated xD

Okay, it works now, although Simon sounds a little drunk due to the compression, and when I use uncompressed sound effects together with compressed music, the speed loss is bearable. Touch problems also seem to have vanished, at least as far as I have tested. Thanks!
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#83625 - kassidy - Wed May 17, 2006 1:34 pm

I'm new to this whole scene. I'm having trouble getting Monkey to load in Scummvm. It says it can't find 000.lfl, though I know damned well it's in there, and the console on the top screen says "Unknown MD5 (d41d8cd98f00b204e9800998ecf8427e)!"

I have also tried with the CD version to no avail.

Hardware I'm running is a Flashme''d DS with Supercard (1.62Kernel) and Sandisk CF card.

#83636 - Mr. Picklesworth - Wed May 17, 2006 3:33 pm

Okay, it turns out that my problem with Loom was caused by having both Track1.mp3 and Track1.wav.
I guess it got confused...
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#83757 - Dan2552 - Thu May 18, 2006 10:32 am

BASS is in-completable. You can't use your inventory in certain places, which makes it impossible to use the wrech on the cogs in the factory

#83769 - Veg - Thu May 18, 2006 12:24 pm

Funny... I managed to use the wrench with the cogs.

I do remember having some trouble with the inventory... but I think I either clicked the top of the screen to get it down or pushed a button, and eventually managed it.

#83770 - Dan2552 - Thu May 18, 2006 12:33 pm

the down button seems to get the inventory down in places, but not there, and not other places too

#83785 - agentq - Thu May 18, 2006 4:06 pm

The down button simply moves the mouse cursor to the top of the screen, so it's possible it doesn't quite work in some cases.

Of course, you can also touch at the top of the screen to do the same thing.

#83790 - stamba - Thu May 18, 2006 4:30 pm

Anyone having troubles with Indiana Jones 3 (french version) / Supercard CF ?

It founds the game.. but when i press A or Start to launch the game.. black frozen screen.

Have tried with 0.61 and 0.6

#83792 - Dan2552 - Thu May 18, 2006 4:39 pm

agentq wrote:
The down button simply moves the mouse cursor to the top of the screen, so it's possible it doesn't quite work in some cases.

Of course, you can also touch at the top of the screen to do the same thing.


touching at the top doesn't do anything for me. i'll try changing the touchscreen thingy.

edit-
All fixed, was my touchscreen calibration

#83828 - derula - Thu May 18, 2006 9:01 pm

Lol, I just finished StS1 and it after the demons' dance it crashed and said invalid opcode (or apcode?) '212'. Ideas?
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#83833 - Dan2552 - Thu May 18, 2006 9:21 pm

I don't know why but that made me laugh too

#83877 - The 9th Sage - Fri May 19, 2006 5:52 am

What is it you guys are using to make the Monster.sou files into MP3 files? Just converting the file to a WAV then making it an MP3 named Monster.mp3 (and putting it in the proper directory)?
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#83906 - derula - Fri May 19, 2006 2:09 pm

The 9th Sage wrote:
What is it you guys are using to make the Monster.sou files into MP3 files? Just converting the file to a WAV then making it an MP3 named Monster.mp3 (and putting it in the proper directory)?


No, there are conversion utilities provided with the download of original version scummvm for windows or here.

edit: If not using windows, look here for other os binaries.
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#83931 - The 9th Sage - Fri May 19, 2006 7:34 pm

derula wrote:
The 9th Sage wrote:
What is it you guys are using to make the Monster.sou files into MP3 files? Just converting the file to a WAV then making it an MP3 named Monster.mp3 (and putting it in the proper directory)?


No, there are conversion utilities provided with the download of original version scummvm for windows or here.

edit: If not using windows, look here for other os binaries.


Ah ok, thank you...I should have thought to check there.
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#84622 - kassidy - Tue May 23, 2006 7:34 pm

Hi,

I'm using a flashme'd DS and Supercard CF. With version 0.5, I can make the ds.gba fle and rename to .nds. Alone it does not load. If I make it with MOnkey1 included, it'll run, detect a CF reader, and allow me to run any game that I put on the CF card in directories (so I don't have them in the nds file itself).

I can't do the same with 0.61. It'll only pick up a virtual directory, as it were, of what is in the nds file. Anyone had this?

#84630 - agentq - Tue May 23, 2006 8:23 pm

kassidy, you need to take the .ds.gba file from the archive, rename it to .nds, and then run it on your Supercard. Ignore all the zip file stuff.

You should then be able to pick files from directories on your CF.

If you use the zip file method (which is meant for cards that are not directly supported by ScummVM DS), it will use the game in the zip and ignore any present on the CF.

#84643 - Bas - Tue May 23, 2006 9:59 pm

Trying to get Secret of Monkey Island to run on my M3 mini SD... It runs, but two weird glitches.

(By the way, I can start the .nds file with both A and Start, seems to make no difference, if that helps)

- First, sound isn't working. I had the tracks as mp3's, which didn't work, and then converted the tracks to wav's as described on the website, and dropped them in the monkey directory, but still nothing. Is there anything else I should do? Should any of the ScummVM audio settings be changed?

EDIT: Wait, I checked the debug info (any way of showing that in the top screen on a black background?) and it says "wave file is in the wrong format, you must use IMA-ADCPM 4-BIT mono." Pretty sure I chose that, but I'll check. ScummVM DS tells me it's 16 bits.. And 22khz. I'll try again and see what happens.

EDIT 2: Got it working now, turns out cdex doesn't apply the settings you entered when converting mp3's to WAV files, and just turns everything into 22KHz 16 bit stereo files. Converted some audio files with soundrecorder (teehee) and now it works perfectly. Default audio settings, in case anybody is wondering.

EDIT 3: *sigh* Turns out it didn't work. I can get the intro music and the ambient sounds on the docks, but no SCUMM Bar music, no Lechuck theme, nothing. Debug info just says "Playing somethingsomething.wav: failed!"

- Second, seeing how like most people here I keep having to add the game to ScummVM every time I boot, I notice that eventually, the folder containing the game files disappears. It just doesn't show up in the list. I added other subfolders next to it, and they work fine, but the game directory is just gone. I have to copy the files to a different dir, and then they work. Anything that can be done there?

EDIT: When I put the game directory in the root of the SD, it doesn't seem to disappear. However, after a couple of copies to and from the audio files in that dir, ScummVM DS told me it couldn't find any game data. Had to copy all files to a different dir for it to work again. Weird.

Edit 2: more info: copying stuff from the nonfunctional directory 'monkey' to a directory 'x' and then deleting 'monkey', and renaming 'x' to 'monkey' does not help. What does help is simply renaming the dir to 'monkey1' or something. Bizarre. Also, if the dir doesn't work, and I open it in ScummVM, it shows another subdirectory with the same name, which in turn contains all the dirs in my root (monkey and scummvm). So I can the following directory: "c:\monkey\monkey\monkey\monkey\monkey\". It's the same dir, but for some reason ScummVM thinks it contains itself, or something.

#84655 - agentq - Tue May 23, 2006 11:08 pm

I think I know what your problem is with Cdex. When you rip the CD, you must choose 'Extract CD tracks to a compressed audio file', and NOT 'Extract CD tracks to WAV file'. Since, in this case, the compressed format selected in the options is ADPCM WAV, if you get my drift.

Saving on the M3 is dodgy, because the FAT driver is still early. That will be the cause of the corruption to the SD card you are seeing. ScummVM DS has an alternative save method which uses GBA save RAM. You can save to this, and then use the M3 boot menu to save the GBA SRAM to the cartridge.

Just create a file on your flash cart in the root directory called scummvm.ini (or scummvmb.ini if you're using build B). Put the following text inside it:

Code:
[ds]
forcesramsave=true


If this works, ScummVM DS will print a message to the console after you start your game letting you know that SRAM is being used.

There is also a way to get around having to add the game each time you boot. Just manually add the game to the scummvm.ini file and stick it on your SD card.

You need to add a section like this:
Code:
[simon1talkie]
description=Simon the Sorcerer 1 Talkie (English (US)/Windows)
gameid=simon1
language=en
music_driver=windows
path=mp:/SIMON
platform=pc
subtitles=false


You need to get the gameid, language, path, and platform exactly right for this to work. These are displayed on the screen in the menus when you add the game in the ScummVM DS interface. Add a secrion for each game, and they should appear in the list when ScummVM DS starts.

You can have as many sections in your ini file as you like, and they can be in any order.

#84703 - Bas - Wed May 24, 2006 10:13 am

agentq wrote:
I think I know what your problem is with Cdex. When you rip the CD, you must choose 'Extract CD tracks to a compressed audio file', and NOT 'Extract CD tracks to WAV file'. Since, in this case, the compressed format selected in the options is ADPCM WAV, if you get my drift.


Aha, I see. I'll try converting everything to the proper format again and see what happens. Thanks!

Quote:

Saving on the M3 is dodgy, because the FAT driver is still early. That will be the cause of the corruption to the SD card you are seeing. ScummVM DS has an alternative save method which uses GBA save RAM. You can save to this, and then use the M3 boot menu to save the GBA SRAM to the cartridge.

Just create a file on your flash cart in the root directory called scummvm.ini (or scummvmb.ini if you're using build B). Put the following text inside it:

Code:
[ds]
forcesramsave=true


If this works, ScummVM DS will print a message to the console after you start your game letting you know that SRAM is being used.


I see. I tried adding a .ini file with that line, but it's in the scummvm directory, not in the root. I'll play around a bit with it and see what the console tells me. Many thanks for your help!

I'm brand new to the whole M3, I'm still working out how everything works. I can't even figure out how to return to the boot menu without powering off the DS, if that's even possible. The Engrish manuals don't help. Is there a description or guide anywhere that lists the process of using the M3 to save the GBA SRAM to the cartridge?

#84721 - agentq - Wed May 24, 2006 11:47 am

Quote:
I see. I tried adding a .ini file with that line, but it's in the scummvm directory, not in the root. I'll play around a bit with it and see what the console tells me.

It does need to be in the root directory.

Quote:
Is there a description or guide anywhere that lists the process of using the M3 to save the GBA SRAM to the cartridge?

Sorry, I can't help you with that, I've never seen an M3. There are plenty of others on here who own one though.

#84725 - Sephiroth87 - Wed May 24, 2006 12:11 pm

adding the .ini by hand is not working for me, beacuse game won't run, two black screen...
i managed to play games on my m3sd using the ds.gba version with the zip archive, and everything is going fine...

#84733 - kassidy - Wed May 24, 2006 1:14 pm

agentq wrote:
kassidy, you need to take the .ds.gba file from the archive, rename it to .nds, and then run it on your Supercard. Ignore all the zip file stuff.

You should then be able to pick files from directories on your CF.

If you use the zip file method (which is meant for cards that are not directly supported by ScummVM DS), it will use the game in the zip and ignore any present on the CF.


Well I never... the one thing I hadn't tried yet, and ye hit the nail on the head, thank you.

#84754 - agentq - Wed May 24, 2006 4:00 pm

Sephiroth87, on the ScummVM DS website, it says:
Quote:
For the supercard, you must use the .ds.gba version of ScummVM, but renamed (not converted) to .nds.


Is this the version you're using?

#84783 - Bas - Wed May 24, 2006 7:26 pm

I added the ini to the root, and while it now does have Monkey Island in the list, I get two black screens when choosing 'start game'. If I remove the

[ds]
forcesramsave=true

lines, it -will- start, but with those lines in the ini, it doesn't do anything after the clicking 'start game'.

For those with an M3: I simply dragged the files onto the SD card. I tried using the game manager, but I didn't see any difference to the files. Which method should I use?


Edit: Now it doesn't run at all, no matter what is in the .ini. I'm completely lost.

Edit 2: More testing... turns out it simply won't run if I have a .ini file. If there's no .ini (or a completely empty one), it runs perfectly, but won't save. If I do have a .ini with even just the above two lines, it won't run.

#84789 - Sephiroth87 - Wed May 24, 2006 8:21 pm

bas, same thing as me...

agentq, i'm running the ds.gba version + the scummdata.zip (or whatever is named...) on m3sd...

#84797 - Bas - Wed May 24, 2006 8:52 pm

Got it!

I'm not sure what exactly made it work, but I copied and modified the .ini file that someone posted on page 2 or three of this thread, and ran it with that. Now I can run it with full music and SRAM saving.

For future reference, if anyone else is looking for answers:

I'm using an M3 mini SD with Passkey2. (Shouldn't matter, but still) Firmware version E18.

I copied ScummVM to the SD card using the M3 Game manager: No trim, Fast boot, 1xDMA, and software reset selected. (Will experiment with this later.) I'm not sure if it helps, but at least it created the NDSSAVE directory and .dat files for SRAM saving.

My scummvm.ini file is as follows:

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

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

[monkey]
description=The Secret of Monkey Island
path=mp:/MONKEY
gameid=monkey
language=en
savepath=mp:/MONKEY


If I then proceed to run scummvma.nds by pressing the A button, everything works as it should.

agentq, maybe it's a good idea to list some of the settings in this ini file and what exactly they do? I'd like to know, for instance, if it's possible to set the bottom screen to scrolled all the way down (so you can see all the verbs) by default on game startup. Also, I'm not sure what to set at "versioninfo", but it seems to work like this.

#84890 - Dan2552 - Thu May 25, 2006 12:30 pm

so is there any chance of subtitles for simon the sorcerer? Sure the voices are great but it means you cant play when theres lots of background noise.

#84894 - daninski - Thu May 25, 2006 12:53 pm

is there a .nds file maker for scummds on osx? i'm abit stumped at the mo'.

#84895 - agentq - Thu May 25, 2006 2:00 pm

Dan2552, just edit your ini file and change the line
Code:
subtitles=false

to
Code:
subtitles=true


daninski: Building on OSX should be easy - you just have to append the zip fil on the end of the .ds.gba file. Any program that can do that will do the job fine.

Of course, if you're using a CF or SD reader you don't need to build a zip file at all.

#84897 - Dan2552 - Thu May 25, 2006 2:33 pm

agentq wrote:
Dan2552, just edit your ini file and change the line
Code:
subtitles=false

to
Code:
subtitles=true



It already is

#84987 - BPM - Fri May 26, 2006 6:51 am

Hello, there. New user of ScummVM DS here. First off, wanna say thanks for making it possible to enjoy these games on my DS.

I'm having some problems. What a surprise!

What I'm using:
-Nintendo DS (firmware ver.1)
-PassKey 2
-M3-Perfect slim SD
-ScummVM DS A ver.0.61

And I've been trying to play Sam & Max. Works great until the point after I examine the fish magnet. When the map pops up, an error message shows up saying:

Failed to load game state from file:
samnmax.c26


And then I can't select anything on the map... I don't think it's a problem with my copy of the game, since ScummVM for Windows works fine past this point...
Can anyone help?

Also, having the INI file seems to cause the game to freeze, no matter what. ScummVM DS boots up fine, but Sam & Max won't when I have the INI file in the root (shame, too, as I'd like to at least not need to re-add the game every time!).
So, as things are now, I can't even use SRAM... Bugger.
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#84996 - Bas - Fri May 26, 2006 9:08 am

BPM wrote:
Also, having the INI file seems to cause the game to freeze, no matter what. ScummVM DS boots up fine, but Sam & Max won't when I have the INI file in the root (shame, too, as I'd like to at least not need to re-add the game every time!).
So, as things are now, I can't even use SRAM... Bugger.


I had exactly this same problem, on exactly the same hardware. Except I'm running it on the latest original firmware version... There's something strange going on with the ini's. Try copying the exact .ini file I posted above, run ScummVM, add Sam & Max, and see if it'll run and if SRAM saving works. If that happens, try editing one of the games in the .ini to Sam & Max and try again.

#85006 - BPM - Fri May 26, 2006 10:24 am

Hm, I figured out the problem. I guess ScummVM DS didn't like the DOS-esque shorthand paths I was giving it for the directories...
So, I typed in the full path names, and it worked fine! Woot!

Actually, I was already using your INI as a base for mine. It's just the directories that was screwing it up. :)

And now that it can save to SRAM, the game doesn't lock up any more!
Though, there is an odd pause here... but, at least it doesn't freeze!
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#85087 - derula - Sat May 27, 2006 12:06 am

Dan2552 wrote:
so is there any chance of subtitles for simon the sorcerer? Sure the voices are great but it means you cant play when theres lots of background noise.


It doesn't show subtitles in the Windows version of scummvm either, even if activated. Any clue whether subtitles were possible in the original game? AFAIR, the postcard was the only thing which you had to control the game; okay, the hardware settings, but I'm not sure whether you could use subtitles there...
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#85132 - Mark_RC - Sat May 27, 2006 8:33 am

It can show subtitles if you press T or ALT+T (I don't remember).

#85152 - Dan2552 - Sat May 27, 2006 2:13 pm

Too bad the scummvm ds keyboard doesnt have ALT. :( T doesnt work- atleast on scummvm for DS

#85161 - derula - Sat May 27, 2006 4:17 pm

Dan2552 wrote:
Too bad the scummvm ds keyboard doesnt have ALT. :( T doesnt work- atleast on scummvm for DS


It doesn't work in ScummVM for Windows either, not with T and not with Alt+T either.
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#85176 - Mark_RC - Sat May 27, 2006 5:32 pm

I'm sure it worked in previous versions, maybe CTRL+T.

BTW, agentq the new touchscreen code is simply... PERFECT :) Thank you.

#85276 - derula - Sun May 28, 2006 3:15 pm

Mark_RC wrote:
I'm sure it worked in previous versions, maybe CTRL+T.


Which language version did you use? Just found the following in the ScummVM readme:

Code:
Simon the Sorcerer 1:
          - Subtitles aren't available in the English and German CD versions, they
            are missing the majority of subtitles.


I am using a German CD version (okay, the DOS version... it had less files :>)

Mark_RC wrote:
BTW, agentq the new touchscreen code is simply... PERFECT :) Thank you.


Yeah, it is about ten quadrapillion times better then the old one. Or more.
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#85291 - Dan2552 - Sun May 28, 2006 7:16 pm

maybe you're thinking of simon the sorcerer 2 then? I defiently remember that had subtitles in some form or another on a version

#85296 - MaHe - Sun May 28, 2006 7:34 pm

AgentQ, great work, I just have a little problem. When pressing 'quit' in the menu, I'll get a pair of black screens ... :( I really dislike turning my DS off and on just to play another adventure :P

BTW, my hardware configuration: FlashME v7 + SuperCard miniSD (the .ds.gba version)
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#85299 - thundrestrike - Sun May 28, 2006 8:03 pm

will the "curse of monkey island" ever work in the future of ScummVM for DS
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#85300 - Dan2552 - Sun May 28, 2006 8:23 pm

thundrestrike wrote:
will the "curse of monkey island" ever work in the future of ScummVM for DS


I'd also love this, maybe a Scummvm-C.nds ;p

#85302 - MaHe - Sun May 28, 2006 8:49 pm

thundrestrike wrote:
will the "curse of monkey island" ever work in the future of ScummVM for DS
Well, amadeus of the DSLinux forums solved the problem with 8bit GBA ROM writes, so this mean 36 MB of RAM altogether!
http://sourceforge.net/mailarchive/message.php?msg_id=15832835
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#85304 - thundrestrike - Sun May 28, 2006 9:04 pm

which means....

yes? or no? what?

(i speak english) :P
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#85310 - Mark_RC - Sun May 28, 2006 9:41 pm

derula wrote:
Mark_RC wrote:
I'm sure it worked in previous versions, maybe CTRL+T.


Which language version did you use? Just found the following in the ScummVM readme:

Code:
Simon the Sorcerer 1:
          - Subtitles aren't available in the English and German CD versions, they
            are missing the majority of subtitles.


I am using a German CD version (okay, the DOS version... it had less files :>)

Ah, that's the point. I use the spanish DOS CD version, it NEEDs subtitles because it was never dubbed, so you hear english voices and read spanish subtitles.

#85320 - agentq - Mon May 29, 2006 12:18 am

MaHe, quitting doesn't work currently in any version of ScummVM. The PC version just quits back to Windows when you hit quit. The code to return cleanly to the game select screen just isn't there. If they fix this, of course, it will make it into the DS version eventually.

thundrestrike, Curse of Monkey Island won't ever work on ScummVM DS. Not only is there the problem with memory, which might or might not be solved at some point using the extra RAM in the M3/SC, there is also the issue of the screen resolution. I don't know how I would ever scale the 640x480 image down to 256x192 in any acceptable way. There's also the CPU time, Sam & Max is pretty slow at some points, and COMI uses a lot more CPU time than that. There are reports of it being pretty slow on the PSP, and that's got maybe 3x the CPU power of the DS.

Dan2552, if the subtitles don't show in the PC version of ScummVM too, there's little I can do. If they say the subtitiles are missing on the CD versions, then they're probably right.

If you think it's a bug in the PC ScummVM, you could post a bug tracker on their site.

#85332 - thundrestrike - Mon May 29, 2006 2:25 am

ok thanks for answer!

ill just play on pc
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#85399 - thebawp - Mon May 29, 2006 10:47 pm

Well first off, I just want to thank AgentQ for taking the time to make this all possible. Playing Sam & Max all over again on my DS is just simply amazing. I've also got Fate of Atlantis to play as well, and it was a fairly easy and painless process, I was very impressed that not only the music worked for both, but so did the voice acting! Simply awesome.

Anyway, I've now tried my hand at getting both the Simon the Sorcerer games to work, I've got both on cd which I bought a year or so back at Game (2 for ?10 I believe). I've tried out 1, and it all seems to be working pretty nicely although it sounds like the sound file for when he reads Calypso's note at the beginning is corrupt (won't play) but this could be down to the CD rather than ScummVM DS.

For whoever asked what files are needed to be copied across to get StS to work, I copied Effects.VOC, GAMEPC, ICON.DAT, SIMON.GME, SIMON.VOC, STRIPPED.TXT and TBLLIST all onto the SD card and that worked fine (don't forget once you've browsed to the game directory to then pick choose and to use the B build version of ScummVM).

However for StS2, I've tried copying the files from the Dos directory (similar to above except there was no Effects.VOC) and I've also tried copying the files from the root of the cd that looked relevant, however, I try to run the game and it just pops up with two black screens and the little mouse icon picture at the top. Obviously I'm doing something wrong, so any help would be much appreciated!

Thanks!

#85444 - agentq - Tue May 30, 2006 1:45 pm

You're the first person to comment on Calypso's note. That speech sample is absolutely huge, and would sometimes cause the game to crash as it ran out of memory, so I put code in to skip audio samples when they're too big to fit in RAM.

I can't really help you with StS2. It's possible it doesn't actually work. I didn't try it, as I don't have that game, although the code is there to run it. If you can't get it to work, I'll remove it from the compatibility list. I'll have to look into why it doesn't work for the next version.

#85452 - thebawp - Tue May 30, 2006 2:29 pm

Right, I can see why you would have done that then, makes sense. It's just a shame StS 1 has no subtitles, because you can't actually read the note.

Regarding the second game, I'm having trouble actually installing the game on my PC, so it could be the cd rather than scummvm not being compatible with it. I'm using a back up, as all my original copies are back at home at the minute, so I'll have to try it when I get back.

#85454 - derula - Tue May 30, 2006 2:54 pm

thebawp wrote:
Right, I can see why you would have done that then, makes sense. It's just a shame StS 1 has no subtitles, because you can't actually read the note.


The note will be played when you compress the speech output to mp3 (at least when you bring it down to 8bps, which was the only thing that worked for me because my flash card is sooo small)
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#85458 - thebawp - Tue May 30, 2006 3:06 pm

Ah right, will it? Excellent, I'll try that thanks! I'd seen the note about compressing on the Scummvm DS site but I wasn't really sure which games it was for. I'll try that out post haste, cheers for the tip.

#85460 - derula - Tue May 30, 2006 3:20 pm

Okay, I tried Simon 2... I put the following files onto my card from the DOS version:
SIMON2.GME
GSPTR30
TBLLIST
STRIPPED.TXT
simon2.mp3 (didn't put this on because my flashcard was full -.- )
ICON.DAT

Okay, two black screens. I think this is because the SIMON2.GME is above the size of 18 MB (18.7).
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#85462 - thebawp - Tue May 30, 2006 3:29 pm

Hmm, that doesn't sound promising. I just wanted to ask, how do you actually compress the speech output to mp3? I thought there was something on the site, but that's for something else I think. Thanks ^^

Edit: Turned out the StS2 cd was okay, but still can't get the game to run. =/

#85498 - derula - Tue May 30, 2006 11:29 pm

thebawp wrote:
I just wanted to ask, how do you actually compress the speech output to mp3?


Hm, I'll count the times how often I have to repeat this... This is the second time... Get the scummvm tools from there: http://www.scummvm.org/downloads.php#tools and read the included readme.
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#85541 - thebawp - Wed May 31, 2006 3:59 pm

Thanks for letting me know Derula, problem is, I'm having some problems with it. I've downloaded the most recent version of lame (3.92) and put that, along with compress_simon.exe into my Simon the Sorcerer folder.

I've used the cmd shell to access the sts directory, and tried typing in:

compress_simon simon.voc (also have tried compress_simon --mp3 simon.voc with no joy either)

as instructed in the scummvm readme, however it produces this error:
Quote:
C:\StS1>compress_simon simon.voc
VOC found (pos = 14496) :
Sound Data
- length = 72758
- sample rate = 22050 (d2)
- compression = 8bits (00)
lame: unrec option --bitwidth
lame: excess arg tempfile.mp3
LAME version 3.89 MMX (alpha 4, May 30 2001 08:36:29) (http://www.mp3dev.org/)

usage: lame [options] <infile> [outfile]

<infile> and/or <outfile> can be "-", which means stdin/stdout.

Try "lame --help" for more information
or "lame --longhelp"
or "lame -?" for a complete options list

Got error from encoder. (check your parameters)
Encoder Commandline: lame -t -r --bitwidth 8 -m m -s 22050 --vbr-new -b 24 --res
ample 22050 -q 2 -V 4 -B 64 tempfile.raw tempfile.mp3


I've tried to compress the file just using lame, but while it seems to be doing something, it just produces a really horrible screechy sounding file at the end of it.

This is how the directory contents appear after the process has stopped.
Quote:
Directory of C:\StS1

31/05/2006 15:51 <DIR> .
31/05/2006 15:51 <DIR> ..
29/10/2005 10:18 15,872 compress_simon.exe
24/05/1994 06:15 3,516,600 EFFECTS.VOC
28/05/1994 11:29 29,176 GAMEPC
01/09/1993 07:50 14,361 ICON.DAT
15/06/1994 07:59 6,943,110 SIMON.GME
11/05/1994 06:57 170,329,792 SIMON.VOC
28/05/1994 11:29 252 STRIPPED.TXT
28/05/1994 11:29 711 TBLLIST
31/05/2006 15:51 0 tempfile.dat
31/05/2006 15:51 8 tempfile.idx
31/05/2006 15:51 72,758 tempfile.raw
31/05/2006 15:51 0 txt
12 File(s) 180,922,640 bytes
2 Dir(s) 2,502,062,080 bytes free



I've searched the vmscumm support forum, and have tried doing the things suggested in this thread, such as moving lame to C:\Windows\System 32, but still get the same results. Incidentally, I have also tried the same with Simon the Sorcer 2, and am getting the same error. =/

It's likely that I've missed something or am doing something wrong, but I'm not sure what. As you seem to have got it working, I wonder if you could give me some pointers? Sorry to be a pain. =/

#85577 - derula - Wed May 31, 2006 10:30 pm

Try using a more recent and stable version of lame. You have 3.89 alpha 4, maybe some command line options are missing. I have LAME 3.97 beta 1, and it is workling well.
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#85605 - thebawp - Thu Jun 01, 2006 9:04 am

Yep, that's got it working, that'll teach me to download things from random sites and assume they would have the latest version up. Thanks very much, I've got the game running on my DS now with all the sound, and it seems to be working fine! Thanks for your help!

#85824 - Dan2552 - Fri Jun 02, 2006 1:54 pm

derula wrote:
Okay, I tried Simon 2... I put the following files onto my card from the DOS version:
SIMON2.GME
GSPTR30
TBLLIST
STRIPPED.TXT
simon2.mp3 (didn't put this on because my flashcard was full -.- )
ICON.DAT

Okay, two black screens. I think this is because the SIMON2.GME is above the size of 18 MB (18.7).


:( i get 2 black screens too

(well, there is that mouse, showing whether you're pressing left or right button)

#85966 - YukinoMori - Sat Jun 03, 2006 4:48 pm

I'm using a m3 SD, and I can't get Dott to work, I get two black screens when it loads, actually i get two black screens when any game loads, the only thing that loads is the Dott Demo. I have INI file,

#85971 - Dan2552 - Sat Jun 03, 2006 5:10 pm

DOTT, MI1+2, BASS, STS1 all worked for me with GBAMP

havn't tried sam and max

simon the sorcerer 2 didn't work

all CD versions (except BASS, downloaded CD)

#86281 - YukinoMori - Tue Jun 06, 2006 3:07 am

I having no luck, Can some one please help me, I've tried many things, I put the Scummvm on my ds, run it then when I run games I just get two black screens, I putting the games in their own folders and everything, just cut and pasting. Can some maybe help step by step the way they did it? I really want to play Dott, (and others as well) on my DS....

#86294 - Mr. Picklesworth - Tue Jun 06, 2006 4:12 am

We'll need more information than that.
What kind of storage medium are you using for ScummVM and the games?
At what point does this not work? Two black screens sounds like ScummVM has booted and done something odd.
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#86304 - YukinoMori - Tue Jun 06, 2006 5:24 am

Never mind ( I was using m3 sd 512mb) it started working finally, not sure how, but it's working, after a few days of playing with it. I got it, thank god

Edit:
I have one question, I'm thinking of buying, Sam and Max cd version so I can have a talkie version, but it's upwards of 50 dollars for a pc, version, I assume that mac version works on the DS's scummvm right? The mac version is much cheaper so i might just buy that.

#86393 - Dan2552 - Tue Jun 06, 2006 8:59 pm

Has anyone got StS2 working?

#86394 - agentq - Tue Jun 06, 2006 9:07 pm

I think it's safe to assume by now that it doesn't work.

I'll remove it from the compatibility section on the ScummVM DS website.

#87108 - TheDarktrooper - Mon Jun 12, 2006 12:46 am

I'm currently using the CF M3, i've got BASS to load into the game, but it crashes every other time i want to save... is this simply a problem that can't be fixed or is there something that can be done about it?

I've set the save path file in the options, and i can save on occasion... just sometimes it crashes.

Thanks

#87164 - Dan2552 - Mon Jun 12, 2006 1:54 pm

TheDarktrooper wrote:
I'm currently using the CF M3, i've got BASS to load into the game, but it crashes every other time i want to save... is this simply a problem that can't be fixed or is there something that can be done about it?

I've set the save path file in the options, and i can save on occasion... just sometimes it crashes.

Thanks


I had this problem, just save everytime you do a puzzle or something

#87184 - NeXsus - Mon Jun 12, 2006 4:14 pm

Hey guys, anyone here with a mini sd supercard get saving to work properly?

I've tried sram saving and regular saving with an ini file, nothing seems to work, my saves just disappear after a few days. I was thinking of specifing all the game info in the ini, but I'm not sure how to label each game in the ini

any help is appreciated

#87235 - agentq - Mon Jun 12, 2006 8:04 pm

I'm not sure about the mini SD supercard, but the normal SD supercard works fine. Please make sure you're running the .ds.gba version of the game, but renamed to .nds. Start with no ini file, add your game, and save. It should work fine if the mini SD is the same as the normal SD.

TheDarktrooper, I've had another person report this, and I haven't looked into it yet, but he says it only fails if you save in certain rooms. So a workaround would be to move into a room where you've saved before before saving your game.

#87238 - GodNnelg - Mon Jun 12, 2006 8:09 pm

Hey I got saving to work.. I have the SuperCard miniSD here..
Keep in mind however that ScummVM can corrupt files and I had a bit of trail and error on figuring out how to save and keep files in tact...
First, I put the game files into their own folders and (through Windows) marked the folders and files inside as read only. I did this because Loom's files kept getting corrupted whenever I saved. I did the same for Steel Sky as well.
My folder list looks like this:
4_Apps (where I put homebrew as well as the ScummVM.nds.gba roms, I renamed these to A_ScummVM.nds and B_ScummVM.nds for the two types)
as well I have another folder
ScummVM
+ within this folder I have
BASS (Steel Sky files in here)
Loom (Loom files in here duh)
SaveA (save games from using ScummA are put into here)
SaveB (save games from B are put here)
As before, both the folders and files within are marked READ ONLY, in the hope that this prevents file corruption.. so far for me it seems to have worked..
My ini files for both scummvm.ini looks like (make sure you have created a scummvm.ini and a scummvmb.ini text files to have this text)
EDIT: As well, make sure both ini files you made are within the root of the miniSD
Quote:
[ds]
forcesramsave=false
xoffset=0
unscaled=false
lefthanded=false
yoffset=0

[scummvm]
music_volume=192
speech_volume=192
aspect_ratio=false
music_driver=auto
native_mt32=false
subtitles=true
fullscreen=false
sfx_volume=192
enable_gs=false
multi_midi=false
versioninfo=0.9.0svn
savepath=mp:/ScummVM/saveA (for ScummVM.ini)
savepath=mp:/ScummVM/saveB (for ScummVMB.ini)

So far the only problem I had was in playing Loom after a while.. at some point it crashed and gave me the error that it was out of memory :-( Guess I should have saved and stopped for a bit..
I had to change ForceSramsave to false from true as that caused problems for me..

In conclusion for me what worked so far was the directory structure, keeping folders and files checked as readonly, and turning ForceSRAMsave to false, in order to save my games in both Loom and SteelSky..
EDIT: I actually have had a problem in saving with Steel Sky.. seems you can not ever save within the pipe factory / store room sections.. just leave the area and save outside and that worked fine for me.
Agent Q, what do you think?

#87244 - TheDarktrooper - Mon Jun 12, 2006 8:37 pm

Ok, i tried saving in the same place as i loaded, if i create a new save file is managed to save fine, however trying to save over an existing save file caused it to crash.

edit: seems that was just a one off, saving in the same spot in either a new space or the same one still results in a crash.


Last edited by TheDarktrooper on Mon Jun 12, 2006 8:53 pm; edited 1 time in total

#87248 - GodNnelg - Mon Jun 12, 2006 8:51 pm

You have to turn off ForceSRAM save then..
Because otherwise ScummVM will never save to the SD card (unless you tell it to within the supercard menu)..
Try doing what I did..
and make sure you keep a backup of everything on your computer hard drive..

#87270 - Sputnik_101 - Tue Jun 13, 2006 12:40 am

I have a DS with version 2 firmware and I want to run Scumm VM DS on it.

This is what I think I need in order to get this to run:
GBA Movie Player (SD Version)
PassMe 1
1 GB SanDisk SD Card.

I think this is all I need but If I need anything else or if I don't need some of this stuff please tell me.


Last edited by Sputnik_101 on Tue Jun 13, 2006 2:03 am; edited 1 time in total

#87277 - mntorankusu - Tue Jun 13, 2006 1:27 am

Sputnik_101 wrote:
I have a DS with version 2 firmware and I want to rum Scumm VM DS on it.

This is what I think I need in order to get this to run:
GBA Movie Player (SD Version)
PassMe 1
1 GB SanDisk SD Card.

I think this is all I need but If I need anything else or if I don't need some of this stuff please tell me.

The SD version of the GBAMP won't work. The CF version is probably the best choice for ScummVM right now, because it has the best save support.

If you want something that uses SD cards, a Supercard SD is the cheapest (and in my opinion, best) option.

Plus you'll need a card reader for whatever type of media (SD or CF) you're using, if you don't already have one.

#87281 - Sputnik_101 - Tue Jun 13, 2006 2:02 am

I have both a SD and CF card reader so it doesn't matter but I think I'll go with CF version of GBAMP then since it works better with ScummVM. Thanks for your help but other than that I suppose I'm all set.

#87293 - NeXsus - Tue Jun 13, 2006 3:36 am

got it working, thanks for the tips guys

#87321 - spinal_cord - Tue Jun 13, 2006 10:42 am

What is the possibility of the following feature, I assume it would need to be optional.

stylus controls -

Single Jab = Left Click
Hold Down = Hover
Single Jab with Dpad held = Right Click

I don't know how easy/hard this would be to implement, but it would be a bit easyer to control the games.
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#87423 - agentq - Tue Jun 13, 2006 9:42 pm

spinal_cord, there is an alternative control method already. While in hover mode, hold the pen on the screen and you will be able to do a left click or right click by tapping d-pad left or d-pad right with the pen held down. I have had several method suggested to me. I may implement some of them at some point.

The forceSRAMSave option will use GBA SRAM to save. As GodNnelg said, this means it won't save to the SD card, and you must use the supercard menu to save the data to the card as you do with a GBA game. It should prevent data corruption on your card though.

GodNnelg, setting the file to be read only won't help in the slightest to stop the corruption, but putting the saves in a separate folder to anything else may well help, as the corruption should only destroy the folder where your saves are. Thanks for the info on BASS crashes, by the way.

#87494 - GodNnelg - Wed Jun 14, 2006 4:09 am

Well I was hopeful...
Update on SteelSky..
I'm having problems saving here.. seems I can't overwrite old saves in SteelSky.. :-(
I could do this however with Loom..
It's all just kinda iffy, depending on the mood of ScummVM at the time I guess lol

#87954 - Calimero - Fri Jun 16, 2006 6:24 pm

Wow, great work... I've always loved scumm-vm and this porting is simply fantastic, these are the kind of homebrew that makes you love your flashcard :*

I Just wanted you to know that scumm-vm-ds works very well on my M3 SD and all I needed was creating 'manually' the. ini file.
For the games to appear on the menu list I recommend letting the SCUMMVM DOS version to create the ini for you ;)
All the games start and seem to work properly.

agentq wrote:
MaHe, quitting doesn't work currently in any version of ScummVM. The PC version just quits back to Windows when you hit quit. The code to return cleanly to the game select screen just isn't there. If they fix this, of course, it will make it into the DS version eventually.

Uhm, this is the only flow.. ok for the game list, but isn't it possibile to return to the flash menu?

Uh, and another question; I'm obviously using the 'forcesramsave' option, is there a storage limit for the save states? I mean... the .dat M3 creates for the app is just 257k; are the save states compressed? How many can I keep in the sram?

#87988 - GodNnelg - Fri Jun 16, 2006 8:37 pm

Yea I have to say, good work on it so far Agent Q, hope you have time and help to improve it. :-)

Btw, I finally finished Loom for the first time, thanks to ScummVM DS!

#88130 - agentq - Sat Jun 17, 2006 6:47 pm

GodNnelg, can you save ok in Loom? If your problems are only in BASS, then it may be the same issue that other people are having, in that it won't save in certain areas.

Calimero, yes, there is a size limit for a GBA save, and this is 64Kb. The saves are compressed using an LZ-style compresson method, and I usually fit around four saves from one of the later Scumm games. Older games seem to take less space to save.

You can erase your SRAM saves, as well as see which files are saved in it, by holding L + R during bootup.

#88144 - GodNnelg - Sat Jun 17, 2006 8:00 pm

AgentQ, yes I was able to save ok in Loom using the ini file I had posted..
Should I repost for others?
The only problem I had in Loom was getting a ran out of memory error :-(

Yes, it seems you can only save in certain areas of BASS unfortunately.. rather frustrating.. :-(

#88173 - Calimero - Sat Jun 17, 2006 10:36 pm

agentq wrote:
Calimero, yes, there is a size limit for a GBA save, and this is 64Kb. The saves are compressed using an LZ-style compresson method, and I usually fit around four saves from one of the later Scumm games. Older games seem to take less space to save.

Maybe that's why all my save states vanished all of a sudden.. I think I tried to save on 4/5 different games.
I suppose I 'm gonna use a different ScummVM DS executable for each game I'm gonna play so I won't have to worry about the sram size :P

Quote:
You can erase your SRAM saves, as well as see which files are saved in it, by holding L + R during bootup.

Uhm, I'm not sure how this is working; if a press L+R during the ScummVM DS bootup I got a white and a black screen and the program doesn't boot.
I'm able to press L+R only on a paused game but I can't understand what's happening on the upper screen :?

#89296 - Moho - Sat Jun 24, 2006 2:29 am

hi,
i have a question. I use m3 sd and at least i?m able to save (to sram). i wrote my own ini to show the games @ startup. Therefor i made an ini with scummvm on windows xp and used it as a reference. now the games are showing up but if i start them they crash. i have the right path np:/LUCAS/MI1 for example. But if i edit it in scummvm ds in the same path the games are working. I dont understand what else are left to be the problem. maybe someone can give me a hint.

#89703 - soulie3773 - Mon Jun 26, 2006 11:44 am

Hi guyz,

i hope someone can help me out. Im trying to play monkey island2 but my problem is that i can touch the lower buttons (pull, talk to, open) because i can only see them half. I cant get the screen down. So i tried some graphics option (aspect ratio, full screen etc.) but i just cant find a solution, can someone help me with this?

#89704 - MaHe - Mon Jun 26, 2006 11:55 am

Press and hold the L trigger then use the D-PAD to scroll. :)
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#89706 - soulie3773 - Mon Jun 26, 2006 12:34 pm

hehehe

that was quite easy. but it works, and great! THANX!

#89966 - Ted - Tue Jun 27, 2006 5:52 pm

Hey,

I'm using an M3miniSD, and after reading through this thread finally got DoTT working perfectly. I'm having problems with the audio in Loom though.. It's horribly choppy and you can barely hear what they say most of the time.
I did convert the cd-track to IMA ADPCM just like it says on the webpage, the file i get is 69.1MB. I also notice that the game seems to look for both a track1.wav and a track2.wav.. But i only have one audio track on my disc...?
There seems to be people who have Loom working and i haven't seen any mention of horrible audio, so i'm assuming i'm doing something wrong.
I also tried converting it to .mp3, but that just made Loom hang right after displaying the difficulty selection...
So, any ideas? Broken encoder? Wrong mp3-settings? Bad karma?

Oh, and lovely work on the port. Keep it up! =)

#90074 - GodNnelg - Wed Jun 28, 2006 6:41 am

If the file size you got was 69 megs+, you did it wrong then. :-(
My file size of track1.wav is 34.7 megs. You also have to rename it as such.
Make sure you follow all the instructions to the letter/as exact as they say.. I shall bold the section where I first messed up myself
AgentQ wrote:

To set this up in Cdex, select Settings from the Options menu. On the Encoder tab, select 'WAV Output Encoder'. Under 'Encoder Options', choose the following:

Format: WAV
Compression: IMA ADPCM
Samplerate: 22050 Hz
Channels: Mono
On the fly encoding: On

Next, go to the 'Filenames' tab and select the folder you want to save your Wav files to. Under 'Filename format', enter 'track%3'. This should name your WAV files in the correct way. Click OK.

Now select all the tracks on your CD, and click 'Extract CD tracks to a compressed audio file'. Cdex should rip all the audio off your CD.

#90141 - Ted - Wed Jun 28, 2006 4:20 pm

Ah, i figured it out.
My version of CDex apparently ripped it to Stereo, no matter what setting i had it on. Upgrading to the latest version helped. =)

The game still tries to find a track2.wav though... *shrug*

#90169 - TheBatman - Wed Jun 28, 2006 7:11 pm

Hay guys, I'm new! Anyway, I just got Scumm running on my DS (My PassME came in today), and my main reson for getting it is to play Sam and Max on the go. I'm using the CF Movie Player for this, and I have a question. Is the MP compatible with voices? I have it enabled, but they don't work. Is there a setting somewhere I need to tweak, or am I better off sticking with subtitles. Also, is there another relatively inexpensive device I can use, other than MP to get SCUMMVM and have the voices? The game just isn't the same without them. Thanks a bunch in advance.

EDIT-Also, Monkey Island 1 seems to freeze on me on the Lucasarts screen. Argh.

#90185 - Mr. Picklesworth - Wed Jun 28, 2006 9:09 pm

Sounds like audio encoding problems in both cases.

For voices, the file needs to be either .sou or .so3 (wav or mp3, I believe...).

Freezing on the opening screen occured for me when I tried to encode the game music as mp3; currently, the music must be a very particular type of Wav file. (Don't worry, it still sounds good). Instructions are on Agentq's web page.
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#90195 - TheBatman - Wed Jun 28, 2006 9:41 pm

Awesome! Thanks!

Actually, could you go into a bit more detail with the voice files? I'm looking at my Sam and Max folder right now, and there aren't any .sou or.so3 files. Are there certain files I need to change to those types? I'm sorry, I'm pretty green in this department, so I can't really tell one file in here from the other.

EDIT- Nevermind, I found something on the scummvm forums explaining it. Thank you, Picklesworth, for your assistance.

EDIT 2-Doh, the copy of the game my friend gave me is th epirated version I guess, so it doesn't have the .sou file to convert. Oh well.

#90304 - parasyte - Thu Jun 29, 2006 1:16 pm

I'm having issues with Scummvm-b and a Supercard Mini-SD (kernel 1.62 if that is important).
Beneath a Steel Sky works rather admirably, except I can consistently reproduce a rather game-breaking problem - trying to save does not work from a loaded game. I can reproduce it from the start: saving a game at the first available opportunity into a new slot, then loading that same save, and attempting to save again results in a hard lock.
This is with the talkie version available from the ScummVM site.

I don't have any of the other B-version games on my card so I cannot test them to see whether the same issue exists.

#90357 - GodNnelg - Thu Jun 29, 2006 9:25 pm

parasyte wrote:
I'm having issues with Scummvm-b and a Supercard Mini-SD (kernel 1.62 if that is important).
Beneath a Steel Sky works rather admirably, except I can consistently reproduce a rather game-breaking problem - trying to save does not work from a loaded game. I can reproduce it from the start: saving a game at the first available opportunity into a new slot, then loading that same save, and attempting to save again results in a hard lock.
This is with the talkie version available from the ScummVM site.

I don't have any of the other B-version games on my card so I cannot test them to see whether the same issue exists.

Unfortunately, this is pretty much well known and the only available remedy I've found is to test places for safe saving.. :-(

It seems like the safest places to me might be areas where there isn't much of anything going on but even that's not perfect...
In one save I have sometimes it doesn't load right by telling me an unknown music device is being used WTF?... I find that if I start a new game and die at start I can then easily load the save file fine..

#90736 - Nickmasterx - Sun Jul 02, 2006 3:22 am

Hey, I'm a noob to this so bare with me, I'm using a red DS with Passme2, Supercard with 512 mb compactflash. After putting scummvm-a-withdata.nds along with scummdata-a.zip onto the card and booting with flashme and whatnot, I get the topscreen to display scummvm but the bottom screen is just black. Any ideas? thanks

#90737 - Nickmasterx - Sun Jul 02, 2006 3:31 am

heh, nevermind! got it working with Maniac Mansion. I used 7-zip instead of the windows xp one! I'll post again if I have problems with anything else.

#90805 - Spookey - Sun Jul 02, 2006 5:43 pm

Any chance on an updated release built on the final scummvm-0.9.0 source?

Last edited by Spookey on Sun Jul 02, 2006 7:06 pm; edited 1 time in total

#90807 - Dudu.exe - Sun Jul 02, 2006 6:19 pm

In Simon The sorcerer. i Cant go into the menu ( Start button ), and there is no speach or subtitle..

errr... i this the scummvm menu for save is better the the original one.. ( thats is just my opinion )
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#90846 - thebawp - Sun Jul 02, 2006 11:07 pm

There are no subtitles for StS1.

#90848 - agentq - Sun Jul 02, 2006 11:29 pm

There are no subtitles for StS1 unless you have the floppy version.

The game has no menu on the start button. You need to use the postcard in your inventory to load and save the game, and to change the options.

Spookey, as for the final 0.9.0 version, perhaps. I'm working on integrating with the official SVN tree, but the binary grows a bit each week they work on it, so I don't know how long before the memory problems become to bad to keep updating.

Which bugs in particular are you having with 0.61?

#90885 - TheBatman - Mon Jul 03, 2006 5:37 am

I have a really hard time closing the breifcase in Sam and Max. Any tips?

*god this is sad*

#90897 - thebawp - Mon Jul 03, 2006 8:48 am

By briefcase I'm going to assume you mean the box/inventory? When in the box, just tap the box icon inside the box and it should close again no problem. I completed Sam and Max about 2 weeks ago now using a supercard sd and the latest scummvm release - the only complaint I could have was that Conroy Bumpus' song was cut (shame) - should have converted the sound to mp3 I guess ^^

#90919 - Spookey - Mon Jul 03, 2006 2:08 pm

I havent seen any special bugs but as it has reached final status i thought it might be a good thing to do.

Thanks to you, i had something to do when i couldnt sleep at night when i was at vacation in Crete last week! (hot as heck). Played through MI2.

Thanks for a kicka$$ app =)

#90969 - Nickmasterx - Mon Jul 03, 2006 7:33 pm

I'm having trouble saving. I'm using a Supercard CF with 512 mb cf, Passme2. the saves get erased when I turn off the DS, could that be because I reflash it every time I want to play?

#91147 - filozof - Tue Jul 04, 2006 10:13 pm

Nevermind I'm an idiot. Everything seems to be working just fine :) Good job ;)

I just want to put this thing with my regular DS games but I'm scared if it might screw up my SD card. When do you think you will be able to release a stable version ?


Last edited by filozof on Tue Jul 04, 2006 11:53 pm; edited 1 time in total

#91156 - Nickmasterx - Tue Jul 04, 2006 11:03 pm

Have you made sure your Zip files have no compression?

#91273 - agentq - Wed Jul 05, 2006 10:10 pm

Nickmasterx, you're using Zip file method to play ScummVM. You don't need to do that if you use a CF/SD card. Read the section 'How to Get ScummVM DS Onto Your DS - With an M3 or Supercard' on the site.

Basically, you just put the .nds file on your DS and the games anywhere else on the card, and you can select them when you boot your DS.

parasyte, there is no support for the Supercard Mini-SD (unless it's exactly the same as the normal SD version) and that might explain why it doesn't work well. You might want to try the forcesramsave option. There are other posts in this thread that explain how to use it.

Edit: filozof, the stability of the SD card driver is down to when the remaining problems are fixed in the FAT driver. I think there is some work towards this being done at the moment.

#91310 - TheBatman - Thu Jul 06, 2006 7:27 am

Well, I got myself a legal copy of Sam & Max. w00t. Anyways, I have yet another problem, as I am a computer n00b. I have no idea how to use the scumm tools to extract the monster file from the data file. I got the Mac version, btw. it was much cheaper. Macdrive ftw.

Nevermind, I figured it out. Finally.

#91381 - Nickmasterx - Thu Jul 06, 2006 9:05 pm

wow thanks! It works just fine now. My last question is how to convert monster.so3 to wav format?

#91424 - Nickmasterx - Fri Jul 07, 2006 3:49 am

oh , nevermind, I dont need to convert it.

#91465 - tulpe - Fri Jul 07, 2006 10:12 am

first of all: thank you agentq! what a great app!

i only tested ScummVM DS v0.61 with MI2 so i don't know if these issues also happen in other scumm games.
shouldn't the top screen show an unscaled clipping of the screen around the cursor when full zoomed out (l+a)?
there are pixels jumping around in the scaled image on the top screen when moving the stylus (what scaling algorithm do you use?).
also an option to scale the image on the lower screen so that the content height fits rather than the content width would be cool (i cant see the lower text buttons).
maybe i'm missing something? there was an aspect ratio setting in the per game option menu but i guess its not working?

#91492 - uli007 - Fri Jul 07, 2006 2:24 pm

Hello,
just got my M3 Mini SD (FW: e22) and Passkey3.
Now I wanted to start scummvm.
I put scummvm*.nds to the source directory of my SD card (Sandisk 256MB Fat16 formatted) and created folders for my games.
When I start scummvm-a.nds using the A-Button, the last message I got on the upper screen says:
ZIP file check...Not in use!
The lower screen stays black.

Using the start button doesn't start scumm at all...

Any help?
Thanks in advance.
uli007

#91498 - dem1980 - Fri Jul 07, 2006 3:04 pm

hi,

i have the same problem with my g6 lite so i m using this method "How to Get ScummVM DS Onto Your DS - With a GBA Flash Cart"
and it works fine.
i m waiting that a new version will come up ;-)
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#91524 - uli007 - Fri Jul 07, 2006 7:08 pm

@ dem1980

thanks, that works for me, too.
As temporary solution I can life with this "workaround"

BTW, thanks for this nice piece of SW!

#91568 - GodNnelg - Fri Jul 07, 2006 11:30 pm

Hey AgentQ, seems some people may be having problems with the ini file and saving and such...
Have you tried using the ini file I posted?
Has anyone tried using it?
Just kinda wondering what people thought of it..
Its here: http://forum.gbadev.org/viewtopic.php?p=87238&highlight=#87238

#91723 - parasyte - Sun Jul 09, 2006 12:37 am

agentq wrote:
parasyte, there is no support for the Supercard Mini-SD (unless it's exactly the same as the normal SD version) and that might explain why it doesn't work well. You might want to try the forcesramsave option. There are other posts in this thread that explain how to use it.

It should be exactly the same as the normal SCSD, only smaller. Saving works perfectly in scummvm-a, for Indy, MI1, MI2, and Sam&Max, so I don't think it's an issue of any differences between SD and Mini-SD versions of the Supercard.

#92114 - tulpe - Tue Jul 11, 2006 5:46 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 to the console:

(20:104:0x161): (IM00) Not found in 0... illegal block len -638386156

when i type exit in the console the screen goes black.. *sigh*


[edit]

oops.. played the same game in ScummVM Windows.. crashed at the same location.. *arff*.. looks like if monkey island wants to keep its secrets..

#92155 - derula - Tue Jul 11, 2006 9:17 pm

tulpe wrote:
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.


Could play that part on ScummVM DS without any problems (German DOS CD version). Did you validate the checksums? See here: http://scummvm.org/documentation.php?view=md5
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#92161 - tulpe - Tue Jul 11, 2006 10:13 pm

MD5 of 000.LFL is d0b531227a27c6662018d2bd05aac52a
same as on the scummvm.org page.. what's with the other files? what checksums do they have?

when switching from the floppy version to the cd version.. do the savegames still work?

played that game now the third time in a row til the crash point.. and the part with the pirate insults starts to suck a bit ;)


derula wrote:

Could play that part on ScummVM DS without any problems (German DOS CD version). Did you validate the checksums? See here: http://scummvm.org/documentation.php?view=md5

#92239 - dem1980 - Wed Jul 12, 2006 8:00 am

i have tried sam & max without sound and it works fine
the archive is near 13Mo (SAMNMAX.000+SAMNMAX.001)
i would like to try with speech and the size is near 78Mo (SAMNMAX.000+SAMNMAX.001+MONSTER.SOG)
this speech file is in OGG, isn't it ?
could i convert it in mp3 or other format to gain size or sound/refresh(gameplay) quality ?
what are formats compatible with scummds (ogg, wav) ?
(mp3 seems to be supported but slow down the game)
thank you

there are any differences between MONSTER.SOG,MONSTER.SOU and MONSTER.SO3 ?
.SOG is OGG, .SO3 is MP3 and .SOU is wave ? i guess...
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#92390 - Munkee - Thu Jul 13, 2006 9:11 am

All Fixed now :)

Also Thanks for all the work :)


Last edited by Munkee on Thu Jul 13, 2006 10:43 am; edited 1 time in total

#92394 - takieda - Thu Jul 13, 2006 9:26 am

Considering the memory requirements for the newer games like The Dig - would it be possible to use some of Moonshell's code for using the extra ram available on an M3 to be able to play said games? Of all the games in the Scumm universe, none so intrigued me as the Dig, and I still have my original legal copy of the game, as well as a legal replacement when my original went to crap. I LOVE that game (even managed to read through the book on it - which was oddly entertaining, despite inexplicable discrepancies.... why were the plates round in the book and triangular or quadrangle in the game?)
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#92403 - agentq - Thu Jul 13, 2006 11:15 am

takieda: The short answer - probably not.

For the long answer, search for one of the other many times I've answered this question on this board.

#92510 - takieda - Thu Jul 13, 2006 6:33 pm

agentq wrote:
takieda: The short answer - probably not.

For the long answer, search for one of the other many times I've answered this question on this board.


I've read through them... trust me, the moment I heard ScummVM was ported (months ago), I scoured through it to see if it could play The Dig, and the more I read about it, the less likely it would ever be for me.

I read your post about how much CPU power it *might* take, which added to the worry, but having heard about Moonshell's ability to use the M3 ram - it sprung some hope - so I had to ask..

I *REALLY* wish I was a programmer - I'd jump on this in a heartbeat and work to get it functional if possible (I really *really* love that game).

I won't pester you anymore about it, unless I saw some more information that might lead to a function Dig on the DS, but eh, I doubt that'll happen until I sink my teeth into it, which won't be for a while (still have to learn C to begin with).
_________________
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(\_/)
(o.o)
(> <) This is The Bunny. Copy The Bunny into your signature to help him on his way to world domination.

#92559 - agentq - Thu Jul 13, 2006 10:11 pm

My guess on the CPU requirements are down to the game's requirements on the PC. Sam & Max required a 386/33Mhz and 4Mb of RAM, and this currently runs (just about) on ScummVM DS. The Dig required a 486DX2/66Mhz which is quite a lot more powerful.

I've also found that ScummVM is probably not quite as efficient as the original games were, as these would have had plenty of assembler optimisations and were written specifically for the PC, while ScummVM is a lot more general and runs on every platform under the sun, so it's not well optimised for the DS.

I've been quite surprised about how dedicated the fans of these games are, it's quite amazing how much interest there is after so many years! You should pressure Lucasarts to make an official version of these games on the DS.

#92993 - knux896 - Sun Jul 16, 2006 10:21 am

I was wondering if it would be possible to add compatability for the Max Media Dock in the next version. The current version of ScummVM DS freezes at white screens but v0.5 runs on it without recognizing the Media Dock and won't see the game files. It comes up with a couple of messages saying "CF reader not found!" and "Searching for ZIP archive...Not found!". Would it be possible for there to be a builddata.bat for v0.5 that would create a scummvm.nds with the data instead of a scummvm.ds.gba?

Sorry for asking so many questions but I would really love to be able to run ScummVM with the hardware I have.


Last edited by knux896 on Tue Jul 18, 2006 4:42 am; edited 1 time in total

#93174 - CrispyXUK - Mon Jul 17, 2006 11:41 am

Whats the best way of getting ScummVMDS working with the EZ4-Flash Lite with 1GB MicroSD card? I cant seem to save and am limited to 30MB games, could this be run from Moonshell?

#93182 - zankarne - Mon Jul 17, 2006 2:37 pm

hi,

i have a problem playing monkey island 1. i acquired the cheesecake but i can't select it from the inventory. the last item that is displayed on the touchscreen is the chicken, used going to meathook. when i enlarge the touchscreen to the top screen i see the cheesecake UNDER the chicken, but only on the topscreen - no chance to select it on the touchscreen.
any clues?

edit: i'm so dumb... L + D-Pad down solved the problem ;)

#93409 - hinges - Wed Jul 19, 2006 12:14 am

Hi, I'm using a M3 SD (english firmware v22c), and I almost have this whole thing working, saves and all. This should also apply to the miniSD version, as I think the hardware/firmware is identical.

If you use ScummVM DS on it's normal settings, saving doesn't work (and can apparently screw up any data on the card) due to SD card driver issues, so to save reliably in the game, you need a .ini file with the line "forcesramsave=true" under the "[DS]" header. This means that ScummVM DS refuses to write to your SD card, and instead stores save games in the SRAM, thus avoiding the SD driver entirely.

The problem with this is that while it is possible to backup the SRAM manually, I don't know how, and more to the point, it'd be a pain to have to do it every time you play. So the solution is to let the M3 deal with it automatically, by writing the .nds file to the SD card using the M3 Game Manager. This also adds a scummvm-a.dat (or b for build b obviously) file under the NDSSAVE folder. I leave all the settings in their standard positions except "Read Method" which I set to "Direct Copy" - i.e. no rom trimming, fast-booting, etc. funny business.

The last problem is that ScummVM loses its configuration each time you reboot. This is because the config was saved to a scummvm.ini (scummvmb.ini for build b) file on the SD card, which, even if it did save alright before "forcesramsave=true" was added, will not save. Therefore all the games and options will either have to be added manually to the .ini file, or using the menus each time you play.

While I can get the games to appear in the list by adding them to the .ini file, none of them will load that way. If I try to start the entry I put in in the .ini file, I get two black screens. If I ignore the entry in the .ini file and add the game using the menu, it works. Also, if I press the "edit game..." button while a game in the list that I added using the .ini file is selected, ScummVM DS crashes, if I do the same with one I've just added using the menu, it works fine. EDIT - the "edit game..." thing no longer causes crashes - I've set a save path in the ini file, and that seems to fix that. I have also compared the information in the edit screen for a game manually added via the .ini file, and a game added with the menu, and even though there are no visible differences, the manually added one never loads.

This problem could theoretically be solved by running ScummVM DS with "forcesramsave=false", adding all the games, allowing it to save the .ini file, then changing it back to "forcesramsave=true"... but I can't seem to get it to save the .ini file at all. Even when there isn't one there, and ScummVM says it's making a new one, it doesn't seem to do anything.


Last edited by hinges on Thu Jul 20, 2006 7:42 am; edited 3 times in total

#93478 - guguy - Wed Jul 19, 2006 1:05 pm

I also have issues with ScummVM DS.

I've got a black DSL+M3 mini-SD, I can launch scummvm and
add games (I used the B version and add a few abandonwares :
Gobliins, Beneath a steel sky and Flight of the Amazon Queen)
but when I try to launch games with "Start" button I only get
2 black screens.

At first I thought it was because my mini-SD was in FAT32 so I
re-formated it in FAT16 but it didn't change anything.

I also tried different ways to copy scummvm (.ds.gba, .ds.gba->nds and
.ds.gba->nds->patch with M3 GM, the plain .nds file never works even
when I patch it with M3 GM).

If you have any idea or any suggestion, please tell me :)

Thanks!

#93551 - Harakiri - Wed Jul 19, 2006 9:16 pm

guguy wrote:
I also have issues with ScummVM DS.

I've got a black DSL+M3 mini-SD, I can launch scummvm and
add games (I used the B version and add a few abandonwares :
Gobliins, Beneath a steel sky and Flight of the Amazon Queen)
but when I try to launch games with "Start" button I only get
2 black screens.

At first I thought it was because my mini-SD was in FAT32 so I
re-formated it in FAT16 but it didn't change anything.

I also tried different ways to copy scummvm (.ds.gba, .ds.gba->nds and
.ds.gba->nds->patch with M3 GM, the plain .nds file never works even
when I patch it with M3 GM).

If you have any idea or any suggestion, please tell me :)

Thanks!


i cant access my mini-sd card directly either (i wonder why you can even see files?) - what you need to do is use the build.bat files and copy your zipped (NOT compressed) games together with the nds.gba - that worked for me on my M3 + minisd + Passme3

#93897 - Dan2552 - Fri Jul 21, 2006 9:39 pm

Has anyone got the music for MI1 working (cd version) ?

edit--

Not even working on pc scummvm!?!?!!!! agghhhhhhhh the game without sound ruins it

#93908 - Dan2552 - Fri Jul 21, 2006 11:08 pm

OK. I just found out I had to rip the music from the CD using windows media player or similar, and name them track1.mp3, track2.mp3, track3.mp3

Well, anyway - when I finally did all that and loaded the game on the DS - scummVM totally froze. :( I tried converting to wav but that made all the music 400MB and I only have a 256MB card

#93997 - agentq - Sat Jul 22, 2006 11:32 am

Dan2552, you need to convert the music to IMA-ADPCM WAV, which should be a similar size to the mp3 versions.

Follow the instructions on the ScummVM website to do it.

#94000 - Dan2552 - Sat Jul 22, 2006 11:58 am

Agh I can't find my way around their new site at all.

All I could find was

Quote:

7.7.0) Using MP3 files for CD audio:
------ -----------------------------
Use LAME or some other MP3 encoder to rip the cd audio tracks to files. Name
the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
to use this option. You'll need to rip the file from the CD as a WAV file,
then encode the MP3 files in constant bit rate. This can be done with the
following LAME command line:

lame -t -q 0 -b 96 track1.wav track1.mp3


7.7.1) Using Ogg Vorbis files for CD audio:
------ ------------------------------------
Use oggenc or some other vorbis encoder to encode the audio tracks to files.
Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
support to use this option. You'll need to rip the files from the CD as a WAV
file, then encode the vorbis files. This can be done with the following oggenc
command line with the value after q specifying the desired quality from
0 to 10:

oggenc -q 5 track1.wav


7.7.2) Using Flac files for CD audio:
------ ------------------------------------
Use flac or some other flac encoder to encode the audio tracks to files.
Name the files track1.flac track2.flac etc. In your filesystem only allows
three letter extensions, name the files track1.fla track2.fla etc.
ScummVM must be compiled with flac support to use this option. You'll need to
rip the files from the CD as a WAV file, then encode the flac files. This can
be done with the following flac command line:

flac --best track1.wav

Remember that the quality is always the same, varying encoder options will only
affect the encoding time and resulting filesize.


edit---

after a bit of google-ing I found out I could convert with windows sound recorder :P

#94052 - agentq - Sat Jul 22, 2006 6:45 pm

Sorry, I mean to follow the instuctions on my ScummVM DS site, not the official one. I was being really unclear.

The instructions are under the heading: Converting your CD audio on http://scummvm.drunkencoders.com

The MP3, OGG, and FLAC formats for CD audio used on the PC version of ScummVM don't work in SummVM DS.

#94165 - Elrinth - Sun Jul 23, 2006 2:01 pm

how do I get scummVM 0.61 work for EZ4 with micro SD??

if agentq will have a look at this it might work with ez4 later?:
http://nds.cmamod.com/ez4/gba_nds_fat+EZ4.rar


Last edited by Elrinth on Tue Jul 25, 2006 3:33 pm; edited 1 time in total

#94620 - titoboy666 - Tue Jul 25, 2006 3:02 pm

*** UPDATE ***

I tried to remove the NDSLoader from the EZClient and now it works...
Could be useful to know if someone has the same configuration as me

Cheers!

*** End UPDATE ***

Hi,

I'm trying to get ScummVM DS to work on my EZFlash-II 512mb with no success... I tried Zak and Monkey Island, both giving me the same result: I see the Gameboy loading screen and then... two black screens and nothing happens... I tried ScummVM DS 0.6 and 0.5 and both give me the same result: a white screen on the upper screen of my ds and a black one on the bottom.

I've made an uncompressed zip named scummdata-a.zip, used the bulddata-a.bat file like required and burned using the EZClient 3.26 software.

Is my configuration supposed to be supported with ScummVM DS?
Am I doing something wrong?

Please help me, I'm dying to get Monkey Island to work on my DS :D

thank you for your help!

#94813 - Pinesal - Wed Jul 26, 2006 6:54 am

Um... how do you enable left handed moded?

#94830 - agentq - Wed Jul 26, 2006 9:35 am

Pinesal, press select during the game, and select the 'left handed mode' check box.

titoboy666: yeah, for DS homebrew you can't have a GBA menu on the front of the cartridge, which some flash carts put on there by default. This will prevent any DS homebrew from working, although maybe I should put a note on my page about it since ScummVM is sometimes the first thing people try.

#94841 - Dan2552 - Wed Jul 26, 2006 12:08 pm

titoboy666 wrote:
*** UPDATE ***

I tried to remove the NDSLoader from the EZClient and now it works...
Could be useful to know if someone has the same configuration as me

Cheers!

*** End UPDATE ***

Hi,

I'm trying to get ScummVM DS to work on my EZFlash-II 512mb with no success... I tried Zak and Monkey Island, both giving me the same result: I see the Gameboy loading screen and then... two black screens and nothing happens... I tried ScummVM DS 0.6 and 0.5 and both give me the same result: a white screen on the upper screen of my ds and a black one on the bottom.

I've made an uncompressed zip named scummdata-a.zip, used the bulddata-a.bat file like required and burned using the EZClient 3.26 software.

Is my configuration supposed to be supported with ScummVM DS?
Am I doing something wrong?

Please help me, I'm dying to get Monkey Island to work on my DS :D

thank you for your help!


Are you using DS mode or GBA mode? By the sounds of it you're using GBA mode -- which no DS homebrew runs on.. Put in your passme/passme2/passkey/whatever you have (assuming you have one, if not get a nopass)


Quote:


I tried to remove the NDSLoader from the EZClient and now it works...
Could be useful to know if someone has the same configuration as me

Cheers!


whoops didn't see that

#95418 - NeXsus - Sat Jul 29, 2006 8:46 am

Hey guys, I'm loving Scumm on ds but I'm having a problem with Monkey Island, once I acquire more then 4 items, I am unable to see the last item until I get a new one, causing obvious problems :(, anyone else seen this issue, I'm about 4 hours into Monkey Island doh

any help is appreciated
Thanks

#95636 - agentq - Sun Jul 30, 2006 5:28 pm

Hold L and press down on the d-pad (or drag the screen) to scroll down.

#96417 - shawndoc - Thu Aug 03, 2006 5:07 am

Troubles with Sam N Max...

Ok, I'm using a whilte DSL with a Passcard III and a M3 Mini SD.

I tried using scummvm-a.nds and scummvm-a.ds.gba and found neither worked. The top screen would show the commands and the bottom screen would remain blank.

So I tried the build-data trick with the non-talkie version of Sam N Max. This actually works. I can get into ScummVM and play Sam N Max. Also, since apparently ScummVM doesn't like SD cards, I've added the .ini file with the command to save to SRAM.

Now comes the problem, I'd like to play Sam N Max CD/Talkie version. The file is too big to put it in a .zip file and use build-data to create a custom .nds file. If I do this the ScummVM loads to 90% and the NDS freezes.

So instead I launch with the non-talkie version, and try to add the CD/talkie version. When I try and add a game I can't see any folders, so can't choose Sam N Max. I've tried launching Scumm VM from the folder with the game files, and I've tried putting it various other places, no luck.

So, what can I do?

I want to try manually adding it to the .ini file and see if that solves the problem, however I can't find anywhere that lists what I need to add to the .ini to add the English CD version of Sam n Max. Can someone provide that for me?

#96429 - agentq - Thu Aug 03, 2006 10:48 am

There is currently no FAT driver for Mini-SD cards. This means that no homebrew program will be able to read directly off the card.

The solution is either to help write a FAT driver, or buy a card reader which is homebrew-capable.

There is a chance that the reader will be supported in the future as the FAT driver is being constantly worked on, but with the amount of readers out there at the moment, this could take some time.

#96491 - shawndoc - Thu Aug 03, 2006 4:13 pm

agentq wrote:
There is currently no FAT driver for Mini-SD cards. This means that no homebrew program will be able to read directly off the card.


Oh that blows. Before buying the mini-SD version I checked out the FAQ at the M3 message boards and it said the only difference between the SD and Mini-SD version was the physical size, that compatiblity was the same. If I'd known the miniSD didn't work right with home brew I would have skipped it.

#96523 - shawndoc - Thu Aug 03, 2006 6:05 pm

Just to clarify, if I have a SD version of the M3 I should be able to pick and load games from flash, no .zip needed? It is only the mini-SD version that is incompatible?

Does anyone know what the max file size for the .zip file is for it to be able to load it on the M3?

Lastly, can anyone confirm which flashrom solution they've used that supports the talkie version of Sam N Max?

Sorry for so many questions, I just want to be clear what I need to get now to make it work and hopefully make things more clear for the future.

#96524 - tepples - Thu Aug 03, 2006 6:08 pm

shawndoc wrote:
Before buying the mini-SD version I checked out the FAQ at the M3 message boards and it said the only difference between the SD and Mini-SD version was the physical size, that compatiblity was the same. If I'd known the miniSD didn't work right with home brew I would have skipped it.

Chishm's new libfat has support for more adapters. Once it has opendir(), I predict that a lot of DS homebrew projects will switch.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#96531 - agentq - Thu Aug 03, 2006 6:31 pm

M3 SD sort of works, I think games work fine but there are still saving issues. You may have to used the GBA SRAM save feature, which will limit you to a few saves.

I do plan to move to libfat eventually, but I don't currenly see any support for M3 Mini SD.

If you want to use homebrew, you should be buying a CF reader. They're large and stick out, but they are compatible with pretty much everything. The GBAMP is compatible with everything homebrew I know of, and is the cheapest thing out there, too.

Also, since I use it for development you know that ScummVM will always work on it.

For ZIP files, the limit is 30Mb of data. Sam & Max talkie runs fine on M3 SD, Supercard SD, M3 CF, Supercard CF, GBAMP v2 CF, to the best of my knowledge.

#96534 - tepples - Thu Aug 03, 2006 6:34 pm

agentq wrote:
If you want to use homebrew, you should be buying a CF reader. They're large and stick out, but they are compatible with pretty much everything.

And if you own several gigabytes of SD cards, you have to re-buy them all.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#96540 - shawndoc - Thu Aug 03, 2006 6:52 pm

agentq wrote:
I do plan to move to libfat eventually, but I don't currenly see any support for M3 Mini SD.


Wish I could help out, but can't program worth a lick. I do see some other homebrew can *read* from the MiniSD, so it is possible. Since I don't code, I have no idea how they got it to work.

agentq wrote:
If you want to use homebrew, you should be buying a CF reader. They're large and stick out, but they are compatible with pretty much everything. The GBAMP is compatible with everything homebrew I know of, and is the cheapest thing out there, too.


Good news. I might just pick one up, they are only $25, and CF cards go on sale at Fry's super cheap all the time. (Plus I can use them in my camera)

I used to have a GBSP+GBAMP, but lost it on a trip, and its sad seeing many of my favorite NES/Sega games can't be played due to inability to read off the MiniSD.

#96542 - shawndoc - Thu Aug 03, 2006 6:57 pm

agentq wrote:
If you want to use homebrew, you should be buying a CF reader. They're large and stick out, but they are compatible with pretty much everything. The GBAMP is compatible with everything homebrew I know of, and is the cheapest thing out there, too.

Also, since I use it for development you know that ScummVM will always work on it.


Just read on your main site that the GBAMP solution only works on old firmware. I have a DS Lite, so am I out of luck? I do have a passcard 3 if that is what the incompatiblity is. If I'm out of luck, what is another highly compatible CF cart that will work with the DS Lite?

#96545 - tepples - Thu Aug 03, 2006 7:04 pm

NoPass + GBAMP v2 CF = compatible with DS Lite.
NoPass + GBAMP v2 CF + trouser pocket = incompatible with DS Lite.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#96650 - agentq - Fri Aug 04, 2006 12:47 pm

Yeah, that imformation was written before the NoPass appeared. NoPass works with GBAMP, but a PassMe 2 won't. So you should be fine with a PassCard 3.

#96651 - Elrinth - Fri Aug 04, 2006 1:16 pm

agentq... is there any chance there will be EZ4 support? Cause I know some lib is out which allowes reading from the SD... but EZ team hasn't supplied any lib for writing to the SD, which sucks bad ass... anyhows.. Would be great if u had a look at the ez4 libs... :)

#96740 - partic - Sat Aug 05, 2006 4:01 am

Hey all,

Been trying to read through and get all this working just running into a snag with the talkie versions.

I have Sam n Max cd version , using M3 SD , copy contents to card, copy
scummvm-a.nds over, run it , screen comes up fine, select the folder, it recongnizes it no problem, but on boot, two black screens.

If i remove the monster.sou file and use the zip method, game loads fine , just obviously no voice, sfx, just music.

Is there something particular you must do for the talkie version for these or is it just basically hit and miss, as some seem to have no problem running it , and others don't.

Thanks for the help.

#96791 - emphyrian - Sat Aug 05, 2006 3:32 pm

Zip file check... Not in use!

?


I did search for this but it returned quite alot of results and not a thread page I could specificly goto.

#97040 - Phil :: CSF - Mon Aug 07, 2006 4:09 pm

emphyrian wrote:
Zip file check... Not in use!

?


I did search for this but it returned quite alot of results and not a thread page I could specificly goto.


I just got my brand new M3 Mini SD, tried ScummVm, and got this error as well. Any help, anybody?

#97041 - shawndoc - Mon Aug 07, 2006 4:14 pm

Phil :: CSF wrote:
emphyrian wrote:
Zip file check... Not in use!

?


I did search for this but it returned quite alot of results and not a thread page I could specificly goto.


I just got my brand new M3 Mini SD, tried ScummVm, and got this error as well. Any help, anybody?


See my previous post. ScummVM won't read the MiniSD card, so you have to follow the .zip method using the .bat files.

#97176 - daninski - Tue Aug 08, 2006 11:17 am

you neeed to do the 'bat thing for the SClite too

#97205 - Toyo - Tue Aug 08, 2006 4:19 pm

Hi there,

First of all, BIG thanks to you agentq ! You did (and i hope you'll continue) a really great gift to gamers community and i surely will make a paypal donation this week end (and i invite every users of this software to do the same because he really worth it).

Then, here is my question :
I've got a supercard miniSD and a superkey with my NDSL, every game launch and run nicely EXCEPT the fact that any talkie version (DOTT, Sam&max , aso...) won't play the speech or sfx :( !
I really don't know why that, i've got the Monster.SOG (it was his original name on my cd, i try rename it .SOU but still no speech) for the game i try but can't hear the lovely voices of Sam & Max, can any1 help me please ?
Thanks for your answers.

Toyo

#97724 - dem1980 - Fri Aug 11, 2006 8:46 am

does sc lite owners have tested to patch the scummvm with the moonshell patch ?
it seems that dsorganise works very nice after being patched :
http://eng.supercard.cn/soft_scl.htm

could someone try it please with scummvm and a supercard lite (microsd)

thank you
_________________
I'm not inglish, sorry for my bad inglish :-/

#97785 - agentq - Fri Aug 11, 2006 3:07 pm

Toyo, thanks for the comments, and I'm glad you like ScummVM.

Unfortunately, the Supercard MiniSD is not supported by the FAT driver so you won't be able to run talkie games on it.

Chishm, who wrote the fat driver, is always hard at work on it. If and when your card is supported, ScummVM will support it in the next version.

#97902 - wiggi - Sat Aug 12, 2006 8:20 am

dem1980 wrote:
does sc lite owners have tested to patch the scummvm with the moonshell patch ?
it seems that dsorganise works very nice after being patched :
http://eng.supercard.cn/soft_scl.htm

could someone try it please with scummvm and a supercard lite (microsd)

thank you


just done a quick test and all looks good, on first startup it created the scummvm.ini file, i added a few games and made a save in DOTT. Quit ScummVM, rebooted DS and on bootup it found the scummvm file with all the correct info and managed to load from a save, better than ive ever had before but still needs more testing. previously it would appear to save but never find the file, and then my me card would be corrupted

im on a primarily unix desktop and whilst the normal supercard patcher works in linux using crossover office, the moonshell/homebrew patcher doesnt, so to save anyone else the need to patch the files ive uploaded them here:

http://www.bewhere.co.uk/scummvm-a.nds
http://www.bewhere.co.uk/scummvm-b.nds

#97927 - daninski - Sat Aug 12, 2006 11:35 am

yes please :)

#97952 - mntorankusu - Sat Aug 12, 2006 2:45 pm

agentq wrote:
Toyo, thanks for the comments, and I'm glad you like ScummVM.

Unfortunately, the Supercard MiniSD is not supported by the FAT driver so you won't be able to run talkie games on it.

Chishm, who wrote the fat driver, is always hard at work on it. If and when your card is supported, ScummVM will support it in the next version.

I'm pretty sure that the Supercard miniSD is the same, fatlib compatibility-wise, as the Supercard SD. The microSD version is the one that's different. Toyo's problem is that his monster.sou files are in OGG format.

Toyo, you'll need to convert the moster.sog file to .sou using the ScummVM tools. Just renaming it doesn't work. You can get the tools package on this page. There should be readme files in it that explain how to do it.

#98005 - agentq - Sat Aug 12, 2006 7:14 pm

You can't convert monster.sog to monster.sou using those tools. You can only go the other way. The original disc doesn't have a .sog file on it, it had a .sou file.

#98026 - mntorankusu - Sat Aug 12, 2006 8:39 pm

agentq wrote:
You can't convert monster.sog to monster.sou using those tools. You can only go the other way. The original disc doesn't have a .sog file on it, it had a .sou file.

Ah, really? There's no way to convert .sog back to .sou, then?

Edit: Now that I think about it, I guess the only reason you'd want to do that is if you don't own a real, original copy of the game. So that means only pirates would benefit from it.

#98052 - beneboi - Sat Aug 12, 2006 10:48 pm

Flame me all you want, its ok, I understand this is going to be a stupid question and i probably deserve it, anyway, I have a Max Media Dock, and i bought a 2gb compact flash, Ive been able to get most homebrew and all backups working, and I'm wondering what exactly i need to dl/flash/buy/whatever, to get ScummVM to work. I know the first response to this will be, buy an m3 or something, but Id like to get it to work with the MMD, unless this is impossible.

#98067 - tepples - Sun Aug 13, 2006 12:28 am

Many people on this board recommend a GBA Movie Player ($25 incl. shipping on a popular online auction venue).
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#98083 - wiggi - Sun Aug 13, 2006 3:05 am

just to confirm, ive played Monkey Island 1 and 2 in a fair bit now and both are working with the patched scummvm in my post up the thread, saving, loading and keeping settings. Testing other games but they should be fine.

The files were patched with the moonshell patcher which comes bundled with supercard lite software, and my hardware is a NDS Lite, Super Key and SuperCard Lite with a 1 gig Micro SD card. The other games on the card still play fine so looks like nothings been corrupted. Im running no special settings with the SuperKey or in ScummVM, apart from I recently moved all saves into a new dir and updated ScummVM.ini.

scummvm really is great, the games work so well on the DS with the touch screen, feels so good playing these old games again!

#98129 - agentq - Sun Aug 13, 2006 12:22 pm

That's good news wiggi, thanks for letting everyone know.

I wonder how the patcher manages to do it's stuff? I suppose it could replace the code for one of the flash drivers with it's own, assuming it was shorter than the original code block.

#98267 - daninski - Mon Aug 14, 2006 11:48 am

i have a monkey island one issue on the dslite. when your inventory list it full you cant see the bottom item, it's clipped off so it requires some defy screen swopping and hoping no-one starts to talk when you're doing it.

#98468 - daninski - Tue Aug 15, 2006 1:46 pm

ooh yeah, left shoulder button and the dpad. i finished monky island in one go in the end cos my save corrupted. i started again and it wouldnt save so i just had to keep going and going and going...

Last edited by daninski on Wed Aug 16, 2006 12:22 pm; edited 1 time in total

#98581 - hornetx - Wed Aug 16, 2006 5:19 am

i can't seem to get the monster.sou file compressed small enough to fit the 30mb limit for DS play. Can anyone give me a step by step approach to how i can get this done, i can't seem to find a solid faq on .sou compression. I've downloaded the scummvm tools, but the read me dosen't tell me how to use them, just describes what they do. I tried using compress_scumm_sou.exe, but nothing happens, except it says cannot read monster.sou.

#98589 - tepples - Wed Aug 16, 2006 5:50 am

hornetx wrote:
i can't seem to get the monster.sou file compressed small enough to fit the 30mb limit for DS play. Can anyone give me a step by step approach to how i can get this done

Step 1: Buy a CF adapter.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#98649 - daninski - Wed Aug 16, 2006 7:36 pm

having trouble getting sam and max to save at all... run's really well tho - the ds is made for these sorts of games, i hope freelance police gets a swift port to the ds.

#98676 - hornetx - Wed Aug 16, 2006 10:39 pm

tepples wrote:
hornetx wrote:
i can't seem to get the monster.sou file compressed small enough to fit the 30mb limit for DS play. Can anyone give me a step by step approach to how i can get this done

Step 1: Buy a CF adapter.


i thought the rom had to be under 30mb to run on the ds? that seems to be what the scummds site says.

#98695 - tepples - Thu Aug 17, 2006 12:18 am

With a supported CF or SD adapter, ScummVM DS can stream parts of the game into the DS's internal RAM.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#98727 - hornetx - Thu Aug 17, 2006 3:18 am

tepples wrote:
With a supported CF or SD adapter, ScummVM DS can stream parts of the game into the DS's internal RAM.


Thanks for the info, i use a g6 and a passcard, so i wasn't aware of that functionality in CF and SD.

I was wondering if anyone has tried to convert the file to mp3, which comes out to about 90mb when i do it, and downsample it into a smaller file using another utility. Would that work?

#98755 - agentq - Thu Aug 17, 2006 10:27 am

You can choose any bitrate for the output when you convert your .sou to .so3, so you could choose a lower bitrate from the default to get a smaller filesize. Unfortunately, I don't think you'll be able to get it down to the point where it will fit in 30Mb along with the S&M data files before it disappears in a mess of mpeg artifacts.

#98794 - StarmanUK - Thu Aug 17, 2006 5:25 pm

Any update on SDMini support?

#98826 - agentq - Thu Aug 17, 2006 8:49 pm

There's no point asking about the FAT driver here. If you really need to poke someone about supporting cards, ask questions on chishm's thread in the DS development board.

#99004 - Dogman - Sat Aug 19, 2006 12:48 am

wiggi wrote:
dem1980 wrote:
does sc lite owners have tested to patch the scummvm with the moonshell patch ?
it seems that dsorganise works very nice after being patched :
http://eng.supercard.cn/soft_scl.htm

could someone try it please with scummvm and a supercard lite (microsd)

thank you


just done a quick test and all looks good, on first startup it created the scummvm.ini file, i added a few games and made a save in DOTT. Quit ScummVM, rebooted DS and on bootup it found the scummvm file with all the correct info and managed to load from a save, better than ive ever had before but still needs more testing. previously it would appear to save but never find the file, and then my me card would be corrupted

http://www.bewhere.co.uk/scummvm-a.nds
http://www.bewhere.co.uk/scummvm-b.nds

Brilliant stuff - your patched versions worked for my SuperCard Lite (MicroSD), too. Before I was having to use the SRAM method for saving, but now it seems able to save directly to the card without any problems. It's a little bit confusing that some people seem to have had trouble with getting ScummVM to READ from the flash card using the SuperCard Lite, though - I never did.

Perhaps it would be worthwhile mentioning the Moonshell patching program under the SuperCard section on the web site (which is otherwise excellent and comprehensive, by the way, well done)? It would save people having to scour this thread.

Congratulations on an excellent piece of work.

#99296 - agentq - Sun Aug 20, 2006 3:20 pm

Thanks dogman, I will add a mention of the moonshell patching program, and update a few other things while I'm there.

Also, a few more other bits of news. Modojo.com just did an article on DS homebrew, and it contains an interview with me! http://www.modojo.com/features/103/3/

Also, ScummVM DS now has it's own forum over at the offical ScummVM site. Feel free to post support requests there as well as in this topic. http://forums.scummvm.org/viewforum.php?f=13

The ScummVM team plans to release an 0.9.1 version of ScummVM soon, and I hope to provide a DS version of it which will appear on the official site.

#99848 - mrsaturn - Thu Aug 24, 2006 7:21 am

Is there no way to get ScummVM working with the SC lite without using the batch files? I don't want to be limited to 30 megs, it'd be much better to have the games in folders on my SC.

When I try patching and running scummvm-a.nds, I get the Zip file check... Not in use! error. Anyone know how to fix this?

#100003 - agentq - Fri Aug 25, 2006 9:33 am

Quote:
Zip file check... Not in use!


You're not using a zip file, are you? So it's not an error.

After this message it should say something like 'Flash card reader detected!' to let you know it's detected the card reader. If it hasn't, maybe you didn't patch it right, or maybe it doesn't like your particular SD card. I can't offer help with the patcher, as I don't have a Supercard.

#100184 - mrsaturn - Sat Aug 26, 2006 7:07 pm

Thanks for the reply. I'm using the SC-lite with a vanilla Sandisk 1gb microsd. I don't know what else I could do. Everything works when I build the file with the game, but this limits it to 30 megs and is just not as cool as it could be.

I've heard you can just patch this file (which I have) and plop it on your supercard with all the games. Ah well..


EDIT:

I figured it out. I've been using the wrong damn patcher for all my homebrew! It's amazing I've made it this far without noticing...

#100611 - nabby - Mon Aug 28, 2006 11:07 pm

I'm pretty new to the whole homebrew scene, but I've been tampering a while now and I've just got a few questions about ScummVM DS.

I've gotten Monkey Island 1 and Loom to work using the bat file method, mostly I think because the final file is little more than 5 mb.

Anyways, since I really don't want to be limited by the 30 mb limitation, is there a way to load scummvm stand-alone?

I've got a flashed Nintendo DS with an ezflash IV cartridge along with a 512mb SanDisk microSD card.

I've tried running the scummvm-a.nds file, but all it does is end with a "Zip file check... Not in use!". After that it just stops.

Also, on a side note, is there a way to rip the music from Monkey Island 1? I have the CD but can't find anything that remotely resembles a music file.

#100615 - agentq - Mon Aug 28, 2006 11:29 pm

EZ Flash IV is not a supported flash card reader, so it won't read directly off the card until a driver is written for it and added to the FAT driver.

As for ripping the music from the CD, the music is provided in CD audio tracks and don't show up as files. CDex can get these off the CD and save them as WAV files (link to CDex is on the ScummVM DS site). I don't think you'll be able to rip the music in low enough quality to fit into 30Mb, however.

#100624 - Bluemercury - Tue Aug 29, 2006 12:08 am

Just got a passcard3+m3 perfect mini-sd and ive been trying to run scummvm ds, i followed the steps from the oficial site, used the game manager to copy the scummvm-a.nds/scummvm-b.nds, i've even used the builder executables to create the scummvm-a-withdata.ds.nds/scummvm-b-withdata.ds.nds files and tryed the A versions but i always got the "zip file check...Not in use!" message and it then freezes, i tryed to zip with the games with the 'scummdata-a.zip' name, created the folder with the files not compressed, im not sure what it could be, also how do you see the ini config file?

#100647 - HtheB - Tue Aug 29, 2006 6:50 am

Hi agentq..
I dont know if you read the homebrew news..

but there is a way to use ram expansion (from SC.. dont know if its possible yet on the M3) so that would allow to play us more games on ScummVM... like Full Throttle...

so...
will you implement this in your source? :D

^_^ this will be AWSOME! :D

#100683 - Sodeju - Tue Aug 29, 2006 6:19 pm

I've made a zip file of sam and max, called samnmax.zip, put it in the ScummVM map, but it won't detect the zip file? Anyone that can help me?

#100703 - agentq - Tue Aug 29, 2006 11:15 pm

Read the instructions again. It needs to be called scummdata-a.zip.

#100959 - Bluemercury - Fri Sep 01, 2006 3:48 am

i managed to run monkey island 2 and im using the m3 miniSD but im noticing some issues, some the letters have parts darkers making difficult to read them, also i attempt to save the game and it saved, since i then loaded it right after, the thing is, after i turned off the console and tryed to play later the save was gone, so do i need to use the game manager to create the dat file? Also the lower screen was not sized correctly, the lower part of the screen isnt showing the actions properly.

#100960 - Bluemercury - Fri Sep 01, 2006 3:50 am

Also how do you run the talkie versions of sam and max and day of the tentacle? do you still zip them?i tried to zip day of the tentacle but when i was trying to run the application it simply stop loading more than half the status bar.

#100979 - agentq - Fri Sep 01, 2006 9:40 am

Hold the left shoulder and press d-pad down to scroll the screen.

This is the most frequently asked question about ScummVM DS, and the answer is on the top screen every time you boot the program. Hold the left shoulder and use the D-pad (or the pen) to scroll the screen.

Perhaps I should put this on the website in huge letters.

You don't zip talkie games. You won't be able to play them on the M3 Mini-SD (as far as I know) because it's not a supported card.

#101021 - Bluemercury - Fri Sep 01, 2006 7:01 pm

yes thanks, do you know how can i save with the mini sd version?i save and load fine but when i turn off the console the saves are gone...

#101025 - Bluemercury - Fri Sep 01, 2006 7:23 pm

Also whats the procedure for the talkie versions, if i dont zip them how do i create the file with the build executable if there is no zip?

#101039 - agentq - Fri Sep 01, 2006 9:27 pm

You just run the provided .nds file. It loads directly from your flash card, you just pick a folder on the card where you put your game.

#101120 - Bluemercury - Sat Sep 02, 2006 8:26 pm

But this method is not compatible with m3 mini sd right?
i wonder if M3 will ever release the damn fatlibs for their sd cards,.....

#101140 - chishm - Sun Sep 03, 2006 1:57 am

Bluemercury wrote:
But this method is not compatible with m3 mini sd right?
i wonder if M3 will ever release the damn fatlibs for their sd cards,.....

Try to keep up. You just need to wait for the release of DKP r20 for file listing to be supported. Then hopefully more people will move to libfat.
_________________
http://chishm.drunkencoders.com
http://dldi.drunkencoders.com

#101141 - Bluemercury - Sun Sep 03, 2006 2:07 am

chishm wrote:
Bluemercury wrote:
But this method is not compatible with m3 mini sd right?
i wonder if M3 will ever release the damn fatlibs for their sd cards,.....

Try to keep up. You just need to wait for the release of DKP r20 for file listing to be supported. Then hopefully more people will move to libfat.


I thought the code m3 released was useless or is this something new, im not following, sorry....

#101150 - chishm - Sun Sep 03, 2006 6:36 am

Bluemercury wrote:
I thought the code m3 released was useless or is this something new, im not following, sorry....

The library M3 released is pretty much useless for most people, but the M3SD driver I'd already written before M3 released the MiniSD lib already supported the MiniSD.
_________________
http://chishm.drunkencoders.com
http://dldi.drunkencoders.com

#101161 - Bluemercury - Sun Sep 03, 2006 2:35 pm

chishm wrote:
Bluemercury wrote:
I thought the code m3 released was useless or is this something new, im not following, sorry....

The library M3 released is pretty much useless for most people, but the M3SD driver I'd already written before M3 released the MiniSD lib already supported the MiniSD.



So whats the DKP r20 you mentioned....

#101173 - tepples - Sun Sep 03, 2006 4:21 pm

devkitPro R20 is a future version of the devkitPro toolchain.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#101253 - Bluemercury - Mon Sep 04, 2006 1:24 am

tepples wrote:
devkitPro R20 is a future version of the devkitPro toolchain.


When will this come out?

#101263 - Bluemercury - Mon Sep 04, 2006 2:19 am

chishm wrote:
Bluemercury wrote:
I thought the code m3 released was useless or is this something new, im not following, sorry....

The library M3 released is pretty much useless for most people, but the M3SD driver I'd already written before M3 released the MiniSD lib already supported the MiniSD.


Sorry to ask, what about microSD, i was considering changing my m3 minisd for a m3lite(microsd)...

#101288 - chishm - Mon Sep 04, 2006 6:59 am

Bluemercury wrote:
Sorry to ask, what about microSD, i was considering changing my m3 minisd for a m3lite(microsd)...

I haven't heard about the M3lite
_________________
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http://dldi.drunkencoders.com

#101491 - ancient_imhotep - Tue Sep 05, 2006 10:38 pm

Hi Guys,

I have just received my SuperCard Lite last Friday, this is my first time using a Flash Cart on a DS.

Once I had everything up and running hardware and software wise, I discovered a post on gbatemp.net about ScummVm.

There are a couple of issues that I am having, which are causing me problems in fully enjoying this great program.

1) An earlier post suggested using the MoonShell Patcher on the ScummVM.nds file. I am not 100% sure which .nds file I should be using the patch on, the scummvm-b.nds file in the .zip file from the ScummVM DS download page or the renamed scummvm-b.ds.gba (changed to scummvm-b.nds). Can someone who has done this successfully let me know which is the correct one to patch?

2) I am finding it very difficult to save games in BASS (freeware version from ScummVM downloads). I have tried both the saving direct to MicroSD and the saving to SRAM methods and regardless of which one I use there seem to be problems saving at various points in the game. I thought I was doing something wrong, but it would appear that there is a problem with the compatibility with BASS based on other posts. I can always get the game to hang if I try to save in either factory or on the walkway outside the factory by the elevator (where Lamb is). Is this a confirmed problem that Agentq is aware of and is it something that can be fixed?

3) Also I am having problems when trying to access the inventory in BASS at certian points. Again the problem areas I have found tend to be in the factory (where you have to put the wrench in the cogs) and out on the walkway by the elevator (where Lamb is). It seems that when you press down on the D-Pad, the cursor moves to the top of the screen, but instead of displaying the inventory it just shows 'Exit' in the top left hand corner above the left exit. Again is this a known bug that Agentq knows about and is it something that can be fixed.

4) Due to the issues that I am having with BASS and not wanting to give up on trying to use ScummVM DS, I decided to try and play Flight of the Amazon Queen. So I downloaded the Freeware version from the ScummVM website (the largest one with full audio etc). The game is detected when I add it to the list, but when I start the game I just get two completely black screens. I am going to try one of the smaller versions in case it is something to do with the size, but wanted to know if this should be expected or if it should work?

I am sorry for making this such a long post, but I absolutly love the idea of ScummVM for the DS and want to give Agentq as much feedback as possible.

Because the SCL seems to have some issues at the moment, I am in the process of locating all my old copies (hidden in the garage) of the other games supported by ScummVM DS, so that I may try and test these as well.

If anyone can provide me with answers to the above questions (especially the one about the MoonShell Patcher), it would be greatly appreciated.

Thanks in advance,

Ancient_Imhotep.

#101632 - agentq - Wed Sep 06, 2006 10:44 pm

1) I can't really help with this patcher - I only know that others have used it successfully.

2) Yes, there is a problem saving in certain areas due to a lack of memory. For now, the only solution is to go to a 'safe' room before saving your game. In the next version, BASS may be split off into another build to avoid this issue.

3) D-pad down moves your cursor to the top left of the screen in order to show your inventory, unforuntely, if there's something in the way, it may not work properly. You can still touch the top line of the screen to show the inventory.

4) Queen should work fine. I'm not sure what issue you could be having with it, but you should make sure you have all the files, especially the .tbl file (which I think you download separately).

#101651 - ancient_imhotep - Thu Sep 07, 2006 12:37 am

Thanks for the quick replies Agentq.

1) I think I have worked out the patcher bit. SCL users need to take the .da.gba file from the ScummVM DS 0.61 build and rename it to .nds - once this has been done they can then use the MoonShell Patcher that comes with the SCL Firmware & Game Patcher software from the Supercard.cn website. From my testing so far I cannot see any problems of the corruption that is supposed to exist on SD/miniSD/MicroSD cards when using the patched version of ScummVM DS. I can confirm that if you use a non-patched version on the SCL, then you will not get the scummvm.ini file created (it will say it is creating it but if you quit ScummVM and read the SD card in a PC it will not be there) and save games directly to the SD card will not work either (if you play BASS and try to save, the first one will appear to save OK but if you try to save/restore again the listings in the save/restore boxes will be filled with garbage).

2) Thanks for the update on this, I thought it was me being a plank but I am glad that is not the case. Do any other users of ScummVM DS who have played BASS know of any other rooms to avoid saving in? Maybe players of BASS could help start a list of known safe or unsafe rooms so that other people don't find out the hard way which is unsafe?

3) Thanks again for confirming this. Even touching the top line on the screen does not always work, it took me nearly 30mins to the inventory up the other day. The problem always seems to be an 'Exit' in every instance that I have encountered it. Does the cursor have to be in the top left of the screen to activate the inventory? If not, could you not make the cursor move to a different area on the top of the screen, so that it avoids touching the far left or right exits on some of the rooms?

4) Well I down loaded the Freeware versions on the ScummVM website. First I tried the full version, I think unzipped it is 189MB, and this just black screened on me (there is only file called queen.1 in the zip file). However I just downloaded the medium sized version, about 66MB unzipped, I think it has compressed sound OGG. Again this is only a single file (queen.1c) but this works without problems (except no speech, maybe because the speech files are missing or not supported). I will have to check up on the .tbl file and see if this is needed, I thought it was only for the retail versions. Will retest the full freeware version tomorrow and post the results.

Once agian thanks for such a great app.

Ancient_Imhotep

#101911 - agentq - Fri Sep 08, 2006 9:13 pm

3) I could easily move the position the cursor moves to call up the inventory, but I don't know where on the top line is a 'safe' position. I'd rather do this a better way by inserting a hook into the BASS engine, but I'll have to check with the rest of the ScummVM team that this is ok.

4) I'm using the full freeware CD edition from the ScummVM website, and it works fine for me. Maybe you should try downloading it again, because I have heard of problems with file corruption getting files from the sourceforge servers. I'm not sure if it's still an issue.

#103694 - Buffi - Sat Sep 23, 2006 10:22 pm

Just a quick question... Is G6 lite a good solution for scummvm?
If not, then what else should I buy.

The only demand I have is that it should not stick out of my DS lite

#103696 - MaHe - Sat Sep 23, 2006 10:36 pm

G6 Lite is only good if you can bear with the 32MB size limit. Otherwise, SuperCard Lite is your best (and only) option. For now.
_________________
[ Crimson and Black Nintendo DS Lite | CycloDS Evolution | EZ-Flash 3-in-1 | 1 GB Transcend microSD ]

#103754 - Buffi - Sun Sep 24, 2006 10:20 am

I mostly want it for MI1 and 2 but supercard lite it is then :)
I might wanna replay some other oldies later.

edit: There we go... ordered

#104796 - Harakiri - Mon Oct 02, 2006 7:14 pm

M3 Mini SD

0.91 doesnt work for me (beta 2)

Problem : After startup there is no menu screen to add or start a game - the screen is just black

When i compare 0.61 with 0.91 i see that "Creating configuration file : scummvmb.ini" is missing from 0.91 - nothing happends after ZIP file check..

#105015 - TheYak - Thu Oct 05, 2006 4:49 am

It's an error with .ini creation. I tried the -a version on my DSL/M3mSD and got the same thing - no menu, etc. I ran the .91-b version and it got to a menu after generating an .ini. However, it was in a strange format with characters missing and such. I copied/pasted an example .ini from the forums, named a version scumm*.ini and another scumm*b.ini, placed them in the root of the card and now I can add ROMs and play them just fine (using the force SRAM save, of course). Then again, I've only tried Zak and BASS (full talkie).

#105299 - agentq - Sat Oct 07, 2006 3:35 pm

Beta 3:

* New high quality audio mode
* Max Media Dock now works (tested)
* NinjaSD support added (untested)
* M3 driver updated (untested)

http://scummvm.drunkencoders.com/

#105345 - Harakiri - Sat Oct 07, 2006 11:36 pm

Beta 3 now loads up for my M3 Mini, config file gets created

i tried two games - same result - they both freeze

Monkey Island 1 (german) : Right and first screen "Monkey Island"

Indian Jones 3 (german) - After intro, right at the beginning where Indy says "hello marcus"..

IJ3 says the following useless information in the console : 73:96:0x23 : Value 26725 is out of bounds (0,999) (Object 26725 out of range in getOwner)

both worked with 0.6!

after that - im unable to load any games on either a b or c version because scumm vm insist that indy3 is inthe root directory and i cant get out of there even using "up" - i had to delete the config files

another thing - the font on the touchscreen is very hard to read - it seem to be a bit jolted - maybe try another one similar to the status font on the upper screan ?

#105446 - agentq - Sun Oct 08, 2006 7:00 pm

When you say they both worked with 0.6, you mean using the Zip file method, right? Because I have many people telling me that 0.6 didn't work at all when directly reading the flash card.

#105453 - Anga - Sun Oct 08, 2006 7:46 pm

Hrmm... sorry to bring you bad news, dude... nothing will load right on my SC SD with beta3.

Okay, Simon 2 takes ages to load (meaning for the mouse icon to appear) and then i just get a black screen.

Same with Loom (FMTOWNS version), cept for normal loading times.

MI2 gives me an error ((0:1:0xF8): Invalid actor 26 in 05_putActor)

In the English version of MI1, i get the title screen, then another error.
The German version just plays the music with a black screen, then freezes at one point.

Everything seemed to work fine with beta2.
(Simon 2 worked all the way, 'cept for a little sound error after waking up in the pirate ship, btw.)
_________________
maggiekarp: Aghhh okay guys why would my right ide hurt in my ribs
Angahith: Um... you didn't connect the ribs right to the IDE.
Angahith: You can only set one on master and one on slave.

#105478 - Harakiri - Sun Oct 08, 2006 10:23 pm

agentq wrote:
When you say they both worked with 0.6, you mean using the Zip file method, right? Because I have many people telling me that 0.6 didn't work at all when directly reading the flash card.


yes sorry - my m3-mini needed zip support for 0.6

#105528 - Phil :: CSF - Mon Oct 09, 2006 10:14 am

According to several error reports on the official ScummVM forum, the 'updated' M3 drivers in beta3 don't actually work properly. Looks like M3 owners like myself will have to stick with the zip method for now... =[

#105805 - Anga - Thu Oct 12, 2006 12:27 am

Beta4 came out yesterday.
It won't even get past the ZIP file check on my SC SD. :/

Also, I continued playing Simon 2 on beta2, right?
Well, i got another bug on the pirate ship. Distorted sounds and music.
Thought i should better save and reboot, because it didn't stop. Which i did.
'cept i couldn't continue because that corrupted all of my Simon 2 save files.
Weirdness...
_________________
maggiekarp: Aghhh okay guys why would my right ide hurt in my ribs
Angahith: Um... you didn't connect the ribs right to the IDE.
Angahith: You can only set one on master and one on slave.

#105978 - Dan2552 - Fri Oct 13, 2006 8:05 pm

Simon 2 now works then? Last time I checked this thread it wasn't working

:D

#106222 - agentq - Mon Oct 16, 2006 11:49 pm

Beta 5:

* M3 Driver can now be enabled/disabled
* NinjaDS driver now works properly (tested)
* Fixed delay on startup
* Fixed long delay on starting Kyrandia

http://scummvm.drunkencoders.com

#106243 - Anga - Tue Oct 17, 2006 4:03 am

I'm almost afraid to say it, heh.

Sorry, tells me "Flash card reader not found!" (with M3 detection off, of course) on my SC SD. XD

I hope i don't come off as a whiny bitch. ^^"
_________________
maggiekarp: Aghhh okay guys why would my right ide hurt in my ribs
Angahith: Um... you didn't connect the ribs right to the IDE.
Angahith: You can only set one on master and one on slave.

#106443 - emphyrian - Thu Oct 19, 2006 2:20 am

Just wanted to say thanks for the hard work thats been put in by agentq.
I've got it working now on my m3minisdv2, have tested it with sam and max and everything seems ok. Did get one crash but I think it was rare and can be overlooked. I was starting to give up on this m3 thing for homebrew but its slowy getting there in regards to compatability etc.

#110870 - MaHe - Sat Dec 02, 2006 12:12 pm

I'm sorry to say, but M3SD mode doesn't work for me on my new M3 Lite :'(
Everything else using M3SD drivers work, but ScummVM doesn't. Help?

:)
_________________
[ Crimson and Black Nintendo DS Lite | CycloDS Evolution | EZ-Flash 3-in-1 | 1 GB Transcend microSD ]

#111745 - Dan2552 - Sat Dec 09, 2006 7:52 pm

Is this
http://wiki.scummvm.org/index.php/Discworld

going to be added on the NDS too in the future (obvoiusly not really soon), someday? Or can DS not cope with Discworld?

#111829 - MaHe - Sun Dec 10, 2006 8:07 pm

Nevermind ...
_________________
[ Crimson and Black Nintendo DS Lite | CycloDS Evolution | EZ-Flash 3-in-1 | 1 GB Transcend microSD ]

#111853 - agentq - Mon Dec 11, 2006 1:00 am

Using my increasingly confusing version numbering, I have made a beta of version 0.9.1a, which will be a bugfix release to fix a few niggling issues that I wanted to get out of the way.

* Bug fixes for saving on M3 SD/MiniSD/Lite and Supercard SD/MiniSD/Lite/Rumble
* Fixes for card detection problem on M3
* Fixed graphical glitches in Scumm games which use a lot of scrolling

Please let me know if you can save reliably in this version. If it works ok, this will replace the version 0.9.1 which is currently available from the main ScummVM downloads page.

It may also fix the DSX saving problem (it had the same symptoms as the other save issue). Who knows though, because DSX are still silent on how their stuff works.

http://scummvm.drunkencoders.com/scummvmds-0-9-1a-beta1.zip

You might want to post here if you find problems. Or if it works!

http://forums.scummvm.org/viewforum.php?f=13


Dan2552: If the Discworld source turns up, there should be no reason why the DS version shouldn't support it. Discworld isn't really all that resource hungry.

#111857 - MaHe - Mon Dec 11, 2006 2:15 am

Oh my god, yes! :D
Did you read my "Nevermind" post before I edited it or is it just a coincidence? :)
_________________
[ Crimson and Black Nintendo DS Lite | CycloDS Evolution | EZ-Flash 3-in-1 | 1 GB Transcend microSD ]

#111935 - agentq - Mon Dec 11, 2006 10:25 pm

No, I didn't read your post. I'm checking these forums less often these days, because most people tend to be posting in the ScummVM DS forum on scummvm.org. What did it say?

#113718 - MaHe - Fri Dec 29, 2006 11:23 pm

Excuse me that it took so long to answer, but I was away - an explanation:
I was about to go in a hospital for a spine surgery and just the evening before I'd go I tried to put Day of the Tentacle on my new M3 Lite.
It didn't work, because there was a bug in the code. Naturally, I got frustrated (because I didn't fancy the idea of being stuck in a bed for several weeks doing NOTHING).
I overreacted (and my post was really stupid) and offered 25$ to anyone who can recompile the older version of ScummVM (0.61, that is) with SaTa's latest drivers which support M3 Perfect SD (since my aunt's PC didn't allow me to install
devkitPro and my aunt was/is on holiday on the other side of the world (Australia, New Zealand, etc.).
Anyhow I'm back and sucessfully recovering, playing the old classics :), all thanks to you for the last part. If you accept donations, I will probably send some money your way, if I get my hands on a credit card. Not too much though, I'm pretty much poor myself. :(

And, ummm, the second problem. Day of the Tentacle freezes at the point where [SPOILER]George Washington chops down the tree and therefore makes Laverne fall off it 400 years later[/SPOILER] ...
The console pops up and if I close it, the system freezes. It's no big deal, when I'll be able to access my PC, I can copy the save to it and go through the cutscene that way.
But it's still a bug. :(
I'm using the Talkie version (uncompressed, the files are huge, but at least the gameplay is pretty smooth). Any ideas?

P.S.: I wrote the whole post in DSLinux. My wrist hurts ...
_________________
[ Crimson and Black Nintendo DS Lite | CycloDS Evolution | EZ-Flash 3-in-1 | 1 GB Transcend microSD ]

#113973 - agentq - Tue Jan 02, 2007 1:11 am

Are you testing on v0.9.1a beta1?

Or the original 0.9.1 release?

And please, it's not just a matter of compiling it with the correct drivers. The drivers are broken. The M3 driver in particular has a nasty misaligned data issue which I have fixed in 0.9.1a beta1.

Get it here: http://forums.scummvm.org/viewtopic.php?t=3087

#113975 - agentq - Tue Jan 02, 2007 1:40 am

I've just played past the part you mentioned in Day of the Tentacle, and it didn't crash for me.

Since the game makes a temporary save and then restores at that point I would suspect it to be the problem. Did you continue your save from one made with v0.9.1? If so, it may have been dodgy for a while, just not dodgy enough to crash.

See if you can reproduce the crash starting the game from the beginning. You only need to do a few things.

#116492 - Opium - Fri Jan 26, 2007 8:38 am

How is DLDI support for scummvm ds going? You mentioned there was a beta you were working on that had it included.

#119050 - IxthusTiger - Mon Feb 19, 2007 11:06 am

This works great with the R4! Thanks!

#125118 - kaoD - Wed Apr 11, 2007 4:16 pm

The ScummVM forums aren't working for me (Login fails, I get a plain white screen) so I find this the only place to post this.

agentq, are you sure there's a bug on the DLDI driver? I mean, using 0.9.1a beta3 patched with DLDI for SCLite (brisssou's one, normal SD and Moonlight's SD don't work at all) worked once for me. I tried about 10 times and it saved once. Why? Who knows.

But it saves scummvm.ini flawlessly. Maybe there's something bugged in the way you write savegames, but not how you write the ini file (Maybe the difference is that ini is plain text and savegame is binary?) I'd try to help fixing it, but using svn is quite confusing to me.

I hope you see this.

Thanks for this great port :)

#125649 - agentq - Sun Apr 15, 2007 3:09 pm

The difference is the support in the DLDI for unaligned reads. Many drivers don't work properly unless the read is 16 or 32 bit aligned (they vary on what they require), but the ScummVM engine obviously doesn't do this.

People I know with an SCLite have found that the plain Supercard SD driver (http://chishm.drunkencoders.com/DLDI/downloads/scsd.dldi) works best for them.

#125785 - kaoD - Tue Apr 17, 2007 12:38 am

agentq wrote:
The difference is the support in the DLDI for unaligned reads. Many drivers don't work properly unless the read is 16 or 32 bit aligned (they vary on what they require), but the ScummVM engine obviously doesn't do this.

People I know with an SCLite have found that the plain Supercard SD driver (http://chishm.drunkencoders.com/DLDI/downloads/scsd.dldi) works best for them.


Oh, I see. I tried plain SCSD and Moonlight's one as I said, and they do not work at all, so I'll have to wait until the driver is fixed (It could be fixed, couldn't it?)

#125887 - agentq - Wed Apr 18, 2007 12:13 am

Well, I'm sure other people have used ScummVM fine on SCLite, but Supercards do tend to be a bit unreliable in general, and picky about which microsd card is used.

#127559 - Dudu.exe - Thu May 03, 2007 7:38 am

Scummvm is great on Supercard One ( japanese Kingstone microsd )

Scummvm DS will suport memory Expansion in future?
_________________
http://flickr.com/photos/stuffbox

#130292 - MasterMan - Fri Jun 01, 2007 11:56 pm

Dudu.exe wrote:
Scummvm is great on Supercard One ( japanese Kingstone microsd )

Scummvm DS will suport memory Expansion in future?

From the FAQ at http://scummvm.drunkencoders.com/index.htm#FAQ:
Code:
Q: Can't you use the extra RAM in the M3/Supercard to support more games like The Dig and Full Throttle? DS Linux has done it, so why can't you?
A: Not at the moment. The extra RAM has certain differences to the build in RAM which makes it difficult to use for general programs. The problems with it cannot be solved by ScummVM, but rather need to be addressed by the DevkitARM team, and is a lot of work. Even if support is added to DevkitARM, it is very likely that many of the games would run extremely slowly on the DS, and not much can be done to make them run faster. So, basically, don't get your hopes up.


BTW, what's the best way to play Flight of the Amazon Queen?
I got the freeware CD version (MP3 speech/sfx) and it works fine in my SCCF, but the speeches are somewhat slow.

#130349 - Adzma - Sat Jun 02, 2007 1:56 pm

Firstly I'd just like to say that Scumm DS is AWESOME! But sadly I can't save and/or load so it's kinda useless to me, nevertheless, keep up the good work!

EDIT: Decided to get off my lazy butt and fix the problem. It's all working properly now, thanks for a great homebrew app.

#134805 - Galactic Lord Xenu - Tue Jul 17, 2007 1:35 am

With the latest beta of SCUMMVM DS playing King's Quest games, all I have to say is that I love agentq and am tempted to start a new religion worshipping him.

#137242 - Galactic Lord Xenu - Thu Aug 09, 2007 10:48 am

The latest version, 0.10.0a, has been released!

#137301 - Mr. Picklesworth - Fri Aug 10, 2007 12:25 am

Wow, AGI supported! (And what are SINE and SAGA?)
I haven't tried it yet, but that sounds excellent :)

I have been meaning to play King's Quest and Space Quest, and finally I can!
I will join your religion, Lord Xenu, and commence worship of AgentQ.
_________________
Thanks!
MKDS Friend Code: 511165-679586
MP:H Friend Code: 2105 2377 6896

#137302 - Galactic Lord Xenu - Fri Aug 10, 2007 12:29 am

Mr. Picklesworth wrote:
I have been meaning to play King's Quest and Space Quest, and finally I can!
I will join your religion, Lord Xenu, and commence worship of AgentQ.


Damn straight! When I saw that the beta could play AGI games, I wasn't sure what that was but had an inkling of what it could be, so I looked up it, and was right. I almost cried, King's Quest on the DS, what could be better?

#137320 - Dood77 - Fri Aug 10, 2007 3:45 am

Mr. Picklesworth wrote:
I will join your religion, Lord Xenu


You mean Scientology?
_________________
If I use a term wrong or something then feel free to correct, I?m not much of a programmer.

Original DS Phat obtained on day of release + flashme v7
Supercard: miniSD, Kingston 1GB, Kingston 2GB
Ralink chipset PCI NIC

#137388 - Galactic Lord Xenu - Sat Aug 11, 2007 4:13 am

Dood77 wrote:
Mr. Picklesworth wrote:
I will join your religion, Lord Xenu


You mean Scientology?


agentq is the long-awaited reincarnation of L. Ron Hubbard. Rejoice, and may he purge the thetans bogging us from our true, godlike potential.

#137877 - agentq - Thu Aug 16, 2007 10:57 pm

What would you call my religion?

'Scumm worship' FTW.

#137897 - Galactic Lord Xenu - Fri Aug 17, 2007 7:30 am

agentq wrote:
What would you call my religion?

'Scumm worship' FTW.


Scummtology.

#153971 - Bluemercury - Tue Apr 08, 2008 8:29 pm

Just manage to run FM-TOWNS games, keep up the good work and hope you manage to run the DIG and Full Throttle in a near future.

#155073 - Bluemercury - Thu Apr 24, 2008 7:17 pm

Im having trouble running SAMNMAX CD on the DS:

I copied the three files:

PC CD version:

MONSTER.SOU
SAMNMAX.000
SAMNMAX.001

im using the latest DS version 0.11.1 build a, i have an m3 perfect lite.
When i try to run , i get this error:

error:script 1 not in room 1 at 450+13993 in file SAMNMAX.000

Any possible solution?

#155495 - Dwedit - Wed Apr 30, 2008 3:23 am

I'm playing through Kyrandia. I'm occasionally getting glitched sprites, sometimes glitched background areas, and sometimes crashes.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."