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Ezekiel
I've been trying to get SCUMMVM to work, but no luck.

My system:

SL-C750
Original Sharp rom

I've tried the following version of SDL:

libsdl_1.2.5-slzaurus20031201_arm.ipk
libSDL_1.2.6-zports_c7x0-2_arm.ipk

And these versions of scummvm:

scummvm_0.4.1_arm.ipk
scummvm_0.5.1-2_arm.ipk
scummvm_0.6.0-zports_c7x0-0_arm.ipk

All but 0.4.1 get the "QApplication before QPaint..." error, but 0.4.1 instead get a bus error.

I've tried both the launcher scumm.QPE and from a terminal. Nothing.

I read something about running zoomed, with qvga graphics, but I haven't figured out (and haven't found any post on) doing this from the commandline. And I'm not sure if it would help with the bus error, since that shows up even if I run "scummvm -v", which shouldn't start the SDL stuff (right?).

Could anyone shine some light on this? Am I missing something obvious, or could it be a problem with my Z and/or rom?
_Psycho
get the revision 1 on zports.sf.net, thats fixed. Should work fine on your c750
scummvm_0.6.0-zports_c7x0-1_arm.ipk
CoreyC
if that doesn't work, try the pdaXrom console version. It may work after exiting qtopia and starting from the console.

I haven't tried this, but as far as I know it doesn't depend on anything from X11 so it is worth a shot.
omega
check out the zports version. i used scummvm 0.6 9th june
libsdl 1.2.6-zports...c7x0-2
libmad 1.05.0b-zports-0_arm.ipk

worked great on sam n max. I had trouble with everything else i tried. good luck
Ezekiel
Thanks! The revised file, which wasn't linked from the main site (they had only scummvm_0.6.0-zports_c7x0-0_arm.ipk) worked! Now I just need to find my old indy files...
_Psycho
I finished Day of the Tentacle and Indiana Jones 4 on it, both are great are work fine smile.gif
yzord
I'm having trouble with this version (scummvm_0.6.0-zports_c7x0-1_arm). The Menu key no longer brings up the menu like the 0.5.5 version did - which means I cant load/save games! Anyone else seeing this..?

Yz
Ezekiel
I thought about that too... and how do you press "escape"?

Also, I'm having another problem, which is more of a (great) annoyance than something not working. You see, the touchscreen "mouse" isn't calibrated correctly. It's off by about 0.75 cm, to the lower right. It's perfectly calibrated otherwise, and it works like it should in the SCUMMVM QT loader (which doesn't work for actually loading the games though, just for getting the game settings)
_Psycho
QUOTE
I'm having trouble with this version (scummvm_0.6.0-zports_c7x0-1_arm). The Menu key no longer brings up the menu like the 0.5.5 version did - which means I cant load/save games! Anyone else seeing this..?

Yz


I didn't tried the 0.6.0 yet, but indeed menu key should bring up the menu, except if the key changed (no idea).

As for the calibration hmm I need to check too, 0.5.5cvs didn't had that prob for sure.
mteira
Hello. Today I've uploaded a new version. I've also suffered the calibration mismatch, related with the resolution the SDL surface was created.
This last version fixes that bug, the problem when switching from the selection GUI to a game (qtopia menubar blinking), and the mapping of the keys.

Sorry for that so "unstable" versions. But I had no time to test it, just compiled and uploaded it. smile.gif
yzord
Awesome! Thanks very much! Well be checking it out tonight.

Yz
Ezekiel
Great! Now the pen works like it should. I'm having yet another problem though... but this one could just be the game version I'm trying to run (Monkey Island 1, macintosh version). The game runs just fine, but the graphics are messed up, it doesn't update like it should. I tried it in the OS X version of SCUMMVM, and it works fine. Could it be the SDL version for the Zaurus?

Anyone had similar problems? Any good suggestions of games that don't have these glitches?
mteira
Surely, some display bug is still around. The green bars for the selected game on the gui have some kind of diagonal cutting. Also in my Monkey 1 version, I'm suffering of some update problem, specially in the bottom of the screen. I'm investigating.

Regards
mteira
The redraw and diagonal green bars were a libSDL problem: a pair of asm routines I wrote trying to speed up some blitting, caused the trouble. I've disabled those routines, and it seems to work fine now.
You need to download and install the last libSDL zport libSDL_1.2.6-zports-4_arm.ipk

Regards
Ezekiel
You're just a very service minded person, aren't you? Great work! happy.gif
mteira
Thanks, Ezequiel. Unfortunately I have not enough spare time to dedicate to zports. Anyway, I expect scummvm to work fine now.
_Psycho
I just changed my avatar, i just like the Pingu Z too much smile.gif
yzord
Has anyone had any luck with Simon the Sorceror 1 (Win Talkie)? All I get is the music starting, but no visuals.
Also, Beneath a Steel Sky doesnt even seem to start (crashes out), but the scummvm website reports compatibility of 90%.

Oh, btw, just so everyone knows, Beneath a Steel Sky is officially freeware - go to www.scummvm.org (Downloads) to get it, along with a few other games. Sorry if everyone knew that already, but I just found out!

Yz
mteira
I didn't know. I've just downloaded Beneath a Steel Sky, and it crashes at the beginning. On the x86 linux version it works fine. I'm compiling a debug version of scummvm to look for the problem.
I also suffered that problem with Simon the Sorcerer I, on 0.5.5. It also worked on the desktop x86 linux version.
Uff, what a lot of work. ;-)
yzord
Did I already mention how much I appreciate you (mteira) and _Psycho's time and effort on zports? smile.gif

Really, thanks! Take your time about the issues, I'm sure you'll get them soon enough.
Yz
mteira
I was reading some discusions here in zug, and got surprised when I read that scummvm zports seems to fail with the last qtopia cacko rom (1.21, I think).
Could anybody confirm or deny that behaviour. To say the truth, I'm using a cacko rom, but I don't remember the version (neither I know how to find it :-P ). Yes, I could switch to the last one, but I'm a little lazy to do it, because the one I'm using works fine.
Any feedback about this?

PD: yzord, thanks for your gentle words and support.
omega
mteira, go to settings -> system info and that will get you the version of cacko.

Regarding scummvm. I was running scummvm 9th june zports with 7x0_2 libsdl and it was working great but without the menu. Now when i installed the latest packages it is only 160 x 160 (approx) in the upper left hand corner. The menu now works but i could do with full screen. starting in 320 x 200 doesn't start.
timZ
Do I have to use an X server for using libSDL and SCUMMVM?

I use SL-C860, Cacko 1.2.1b
yzord
I'm using Cacko 1.21b (the latest rom) without issues.

omega: Try removing your .scummvmrc file and rerun - I have no issue with libSDL_1.2.6-zports-4_arm + scummvm_0.6.0-zports_c7x0-2_arm (the latest files).
timZ: No you dont need to use X, scummvm runs in QT (ie. the Cacko rom). You should only have to install and run the above two files and it should run (remember to turn off "Display with Magnified Screen"). Of course, you'll need some roms too - you can go to www.scummvm.org for some to test out.

Yz
datajerk
Where is the dev env for this libSDL? I need to build an application againt it. Thanks.
mteira
@datajerk: You can download the source code from the zports CVS.

@everybody: I've just uploaded a new scummvm version (0.6.0-zports_c7x0-3) with Beneath a Steel Sky working (at least I was able to see the presentation of the floppy version, and to be shooted by a guard).

The bug was related with the compiler, I just had to force an struct to be "packed". The strange thing is that with the same compiler version, but for x86, there's no such bug or "feature".

Regards.
mteira
The 0.6.0-zports_c7x0-3 was really the brief zport ever known.
I've uploaded a new version (0.6.0-zports_c7x0-4) with Simon the Sorcerer working. The problem was again an alignment issue of the compiler.

Enjoy.
datajerk
QUOTE
@datajerk: You can download the source code from the zports CVS.


Thanks I did get the CVS, but the configure script was missing. I then optained SDL 1.2.7 and copied over the CVS files, built, and installed. When I try to link using arm-linux-c++ I get errors about Blit32 undefined with libSDL.so. If I copy the zports libSDL.so then I can link. Ideas?
mteira
You don't need the configure script. Actually, CVS code usually doesn't include a configure script. I don't have now the sources at hand, but, isn't there an autoconf.sh? Just run that autoconf.sh and them run configure.qtopia.sh (just a wrapper for configure to set some environment variables).
That Blit32 function failing in your link process is one of the assembler ones I wrote for the speedup. I've taken out those calls in the updated CVS repository. Anyway, the problem was your "copy over" of the 1.2.7 version, because its automake stuff has no references to that Blit32 function.
My advice is: do it with the CVS using the autoconf.sh (or autogen.sh) I don't remember now. If you have any problems, tell me, and I will try a configuration from scratch commenting all the steps.

Regards.
datajerk
Thanks. After I run ./autogen.sh I get a configure, run ./configure.qtopia.sh; make and get:

QUOTE
SDL_blit_arm.S: Assembler messages:
SDL_blit_arm.S:58: Error: bad instruction `pld [r0]'
SDL_blit_arm.S:59: Error: bad instruction `pld [r0]'
SDL_blit_arm.S:60: Error: bad instruction `pld [r0]'
SDL_blit_arm.S:61: Error: bad instruction `pld [r0]'
SDL_blit_arm.S:113: Error: bad instruction `pld [r2]'
SDL_blit_arm.S:219: Error: bad instruction `pld [r0]'
mteira
Strange. Anyway the pld instruction is used to optimize memory access as a hint for the processor, telling it that an access to that memory address is expected.

You can:
Take that lines out because that file is not being used now.

Anyway: it's working for me. Perhaps we're using different compilers.
What line is make using to compile that file (SDL_blit_arm.S) ?
What version of cross gcc are you using. For me:

$ arm-linux-gcc -v
Reading specs from /opt/Embedix/tools/lib/gcc-lib/arm-linux/2.95.2/specs
gcc version 2.95.2 19991024 (release)

Regards.
yzord
mteira, firstly, thanks for the super quick ver 4. It works very well for both the Simon and Beneath a Steel Sky series! Huzzah!
I do have a question though (you knew it was coming!), would you (or anyone else) happen to know how to right-click in Scummvm? I just realized that I needed to be able to right-click to get anywhere in Beneath a Steel Sky, and I cant seem to figure out a way to do it (I tried tap-hold, shift-tap, Fn-tap, Ctrl-tap, all the keys, including hardware keys...).

Anyway, thanks for any tips!
Yz
mteira
Strange. The index said that I was the last one posting on this thread, but after opening it, I see that the last one is yzord's.
Anyway, I've uploaded a new scummvm version where I've included right button emulation. After looking at the code, I would say that it was never supported. What I've made is look for the shift key modifier to convert the tap to a right button event.
I've tested it with BASS and it seems to work.

Your feedback will be welcomed.
yzord
mteira, you are DA MAN! I will test it out tonight. Yes, I too noticed the oddity with the forum saying you were the last post. Only thing I can think of is a minor slip up with the conversion to the new forum.

Thanks again!
Yz
omega
Hi Meteria, I deleted the .scummvmrc file as you suggested and when i run the latest versions I get perfect full screen sam & max - with menu! Thank you!
cgrieves
Have any of you got the latest versions working with Scummvm.QPE (the GUI front end for ScummVM)?

On my C860 if I use the earlier scummvm versions I get the old QPaintdevice errors, but the newer versions bring up "command usage" text. I know it's not ScummVM's fault, but it seems QPE is invoking ScummVM with a -w option, which doesn't appear to be supported any more. Any idea what the -w option is supposed to do?
mteira
No idea about that 'w' option. I've checked the 0.5 cvs version (the older one I have) and there's no rest of that. Perhaps you can configure it in that frontend of yours.

And, anyway, what's the problem with the scummvm native frontend. I think it's great, with that retro appearance. ;-)

Regards.
cgrieves
QUOTE(mteira @ Jul 11 2004, 11:49 AM)
And, anyway, what's the problem with the scummvm native frontend. I think it's great, with that retro appearance. ;-)

That's really weird, I never realised it had a front end! On the 5600 it didn't work for me at all unless I used scumm.QPE, so I always assumed it was a console-only app!

If I uncheck the zoom option on the C860 it works fine, and you're right- nothing wrong with the front end at all!

Thanks!
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