Author Topic: ScummVM  (Read 4568 times)

shrubbery

  • Newbie
  • *
  • Posts: 24
    • View Profile
    • http://
ScummVM
« on: May 21, 2004, 06:15:06 am »
Don\'t want to sound pushy but is anybody working on a pdaXrom port of ScummVM?

It would make me really happy  

CoreyC

  • Sr. Member
  • ****
  • Posts: 288
    • View Profile
    • http://
ScummVM
« Reply #1 on: May 21, 2004, 09:24:42 am »
I\'ve uploaded this to the pdaXrom UNSTABLE feed.

http://www.pdaxrom.org/ipk_feed.php?menuid=11

I\'ve never used ScummVM, so I don\'t have a clue how to test it to see if it works correctly.  Maybe you can help me with that

shrubbery

  • Newbie
  • *
  • Posts: 24
    • View Profile
    • http://
ScummVM
« Reply #2 on: May 21, 2004, 09:41:08 am »
CoreyC - you are THE man.

Have tried your build of ScummVM with \'Indiana Jones and the Last Crusade\' and everything works great!

When I get home from work I will check the build with many other games but all looks good at the mo - including the graphical front end (when I say \'looks good\' I do mean functionally here and definately not aeshetically - but that\'s not your fault!).

Thanks for more great work

ScottYelich

  • Hero Member
  • *****
  • Posts: 992
    • View Profile
    • http://www.zaurususergroup.com/modules.php?opmodload&namephpWiki&filei
ScummVM
« Reply #3 on: May 21, 2004, 09:44:38 am »
hmmm. cool.

I need to find the path to the unstable feed at pdaxrom... ah:  http://www.pdaxrom.org/unstable/
time to mirror :-]

Scott

Ashley

  • Newbie
  • *
  • Posts: 46
    • View Profile
ScummVM
« Reply #4 on: May 21, 2004, 03:11:40 pm »
Yeeeaaahh! It works wonderfully! This is the program i missed more from Qtopia! Thank you, thank you!
c760 pdaXrom & zdebian (on SD)
256MB SD, 16MB CF, Prism 2.5 Wifi CF
Athlon XP
Debian sarge, Gentoo 1.4, RedHat 9, FreeBSD 5.1, xp

ikm

  • Full Member
  • ***
  • Posts: 172
    • View Profile
    • http://
ScummVM
« Reply #5 on: May 22, 2004, 08:39:18 am »
Actually, if you just compile ScummVM with no modifications, there would be a problem with the touchscreen working correctly, without offseting artifacts, and it would also be a bit slow as it would be zooming 320x200 to 640x480.

When I compiled ScummVM for myself, I had to make some modifications to it to make it useful. First, I wanted it to run in 320x240, so I had to run it from the console. The problem was with the touchscreen not being supported by SDL. I also would like the suspend button to act like F5 button, and the OK/Cancel hardware buttons to act like left/right mouse buttons.

So I patched ScummVM to access touchscreen directly (via libts), and to make the left mouse clicking on touchscreen releases. You know, it is much more practical to initiate mouse click event on touchscreen release, not press, this way you can aim to select dialog entries safely. I also had to dump the console keymap and to hack it to map Suspend to F5. I have to load that keymap each time I want to run ScummVM.

So the result was a bit clumsy to use (switching to console, loading the keymap, etc) , and I decided not to give it life in form of .ipk. Besides, I don\'t have too much time to devote to polishing anyway.

But in the current state it is very much playable, almost perfect. Maybe I\'ll finalize it in the near future, if there is an interest. But note that the whole thing is merely a quick hack to make it work like I would like it to.

p.s. I also have compiled a dosbox pretty much the same way. It plays paratrooper and cat in fullscreen and with sound absolutely great. I think most other old games would work nice too. I even managed to run supaplex with quite playable speed (only about 1.5x slower), but this time with no sound. Adlib emulation is crawling slow, the only sound option that is worth leaving turned on is a PC speaker emulation -- but it works perfect. Well, not much time to finish it as well, and too clumsy to use.

That damn process is killing me -- first, quit X, then do some console mumbo-jumbo, and you got it working. Once you quit, start X again. It does not feel as a mainstream computing solution, you know. I thought that chvt would do the trick -- changing to console 2 leaving X in the background, running all stuff in console 2, then leaving console 2 back to console 1, where X is still working. But X does not want to restore correctly, looks like a bug nobody knows of. The best solution would be to support 320x240 directly in X, of course, but that\'s a call to pdaXrom developers, not much we can do to make it ourselves.

ScottYelich

  • Hero Member
  • *****
  • Posts: 992
    • View Profile
    • http://www.zaurususergroup.com/modules.php?opmodload&namephpWiki&filei
ScummVM
« Reply #6 on: May 22, 2004, 09:41:10 am »
is your version of dosbox available anywhere? or the tweaks/changes that you made to the source?

Scott

ikm

  • Full Member
  • ***
  • Posts: 172
    • View Profile
    • http://
ScummVM
« Reply #7 on: May 22, 2004, 11:02:45 am »
Quote
is your version of dosbox available anywhere? or the tweaks/changes that you made to the source?

Scott


I attached the binary and config files (log in to see it). You should adjust the last part of configs (autoexec lines) to suit your preferences. Have fun! Use alt-enter to switch to fullscreen once your game is running. Feel free to package the thing if you want to.

The only tweak I applied to source is for dosbox not to provide int 33h mouse services in case \'SDL_NOMOUSE\' environment variable is set (that way supaplex enables using keyboard for navigating instead of mouse). I also made it to suspend when F5 button is pressed (so you can suspend in the middle of supaplexing). The other thing that was tweaked is a dosbox.conf file, of course

I can also upload the source code if there is a need.

ChrisEBoy

  • Newbie
  • *
  • Posts: 47
    • View Profile
ScummVM
« Reply #8 on: May 22, 2004, 12:52:06 pm »
This isn\'t an unknown bug, unfortunately.  I tried using chvt to stop the resume failure (when not calling xset +dpms).  I found exactly the same issue.  X refuses to restart, all of the key presses, mouse movements etc seem lost.  It\'s as if it\'s not really aware it\'s been restored.
Chris

raduga

  • Full Member
  • ***
  • Posts: 129
    • View Profile
    • http://
ScummVM
« Reply #9 on: May 22, 2004, 12:59:50 pm »
Quote
I can also upload the source code if there is a need.


I\'d like to see the source mods.

(particularly as I\'m trying to get it to work in CaCko QT (with old clib))

ikm

  • Full Member
  • ***
  • Posts: 172
    • View Profile
    • http://
ScummVM
« Reply #10 on: May 22, 2004, 01:56:31 pm »
Quote
I\'d like to see the source mods.

(particularly as I\'m trying to get it to work in CaCko QT (with old clib))


The changes are quite trivial (I described them in my previous message), you likely don\'t need them. I guess it would be sufficient to just pull the latest CVS.

Anyway, I made and attached the diff. Made against the current CVS version. As I said, it is very trivial and specific

ikm

  • Full Member
  • ***
  • Posts: 172
    • View Profile
    • http://
ScummVM
« Reply #11 on: May 22, 2004, 02:07:41 pm »
Quote
I attached the binary and config files (log in to see it).


Oops, there is an error in \'dosbox\' script. It should actually call dosbox.binary, not dosbox-binary. I guess you can easily fix that by yourselves, people

shrubbery

  • Newbie
  • *
  • Posts: 24
    • View Profile
    • http://
ScummVM
« Reply #12 on: May 25, 2004, 03:38:10 am »
ikm - I would be very much interested in your hacked version of ScummVM

I am experiencing problems with the touchscreen working correctly in \'Indiana Jones and the Fate of Atlantis\' - the collabration gets all messed up and makes it immposible to play with the ipkg version in the unstable feed. The music on all games that I have tried does not quite work correctly either as it seems to be struggling with CPU limitations.

It seems as if your hacked version would overcome these problems - hence myself wanting a copy!

piotr

  • Jr. Member
  • **
  • Posts: 69
    • View Profile
    • http://
ScummVM
« Reply #13 on: May 25, 2004, 05:09:01 am »
I found that if you dont run games in fullscreen there are no problems with touchscreen.

ronba

  • Newbie
  • *
  • Posts: 35
    • View Profile
    • http://
ScummVM
« Reply #14 on: May 25, 2004, 11:13:42 am »
If you have problems in fullscreen with touchscreen  you could dry that ! !  to put the pointer  in a corner and move it away from corner , then click around screen center , the mouse will be recalibre.
SL-C1000 beta-1.1.0
 Sony U101 Linux