xboxscene.org forums

Pages: [1] 2 3 4

Author Topic: Scummvm 0.71 Wip Release  (Read 264 times)

Carcharius

  • Archived User
  • Sr. Member
  • *
  • Posts: 304
Scummvm 0.71 Wip Release
« on: May 01, 2005, 01:47:00 PM »

From the readme:


This is a new port of ScummVM that I put together a couple of months ago.
It is all new and isn't based on the existing scummvmx code.

Originally it was of version 0.70, I then updated it once 0.71 was released.

It's not finished and has been sitting on my hard drive gathering dust for
the last few weeks. To be brutally honest - I've forgotten where I was up to,
so I've decided to release it, get some feedback and then continue from there.

Although it's not finished, it should be perfectly playable. In fact a couple
of people have been using it for a while and have reported no problems.


As well as supporting all the latest updates to the main ScummVM core, I've
also added in a couple of things to enhance the ScummVM experience on the xbox.

Most noticeable is support for a virtual keyboard - hit the left trigger to
show/hide that. It's very similar to the one used in the Dreamcast port, just
tidied up a bit.

The other main change is the addition of some code that should improve the
performance of some of the larger games when run from a dvd (Curse of Monkey
Island for example). They won't be perfect, but they should be much better
than with any previous xbox version of ScummVM.

Also this release does support Roland MT32 midi emulation. If you have the
correct rom files (do NOT ask me where to get them) just drop them in the
folder with the xbe, then you can select MT32 emulation in the options screen.

But be warned - it sounds ace, but the xbox is not powerful enough to emulate
the MT32 and run the game engine. It's included more as a curio than anything.


As I said - this isn't finished, there are things I wanted to do but haven't
yet gotten round to. There are also things that probably should be done but
as mentioned previously - I forgot where I got to!

Two of the things that I know aren't in there yet are:

* screen resizing    - just haven't gotten round to it.
* improved front end   - again I meant to do this but haven't yet.

So please don't tell me about those!

But please do tell me about anything else.


Obviously massive thanks have to go out to the entire ScummVM team.

Also thanks to:

lantus for his work on libSDLx.
TMaul and Likklebaer for being test monkeys.
Iriez for everything he does for the xbox scene.
XanTium for xbox-scene.

Anyone that I've missed - let me know and I'll make amends in future.


Please see the readme.txt included in the package for control details.


Enjoy

Carcharius
Logged

sensible

  • Archived User
  • Newbie
  • *
  • Posts: 22
Scummvm 0.71 Wip Release
« Reply #1 on: May 01, 2005, 02:06:00 PM »

well, im gunna do it!

finally play these games


sam and max here i come thanks!
Logged

deathx88

  • Archived User
  • Hero Member
  • *
  • Posts: 973
Scummvm 0.71 Wip Release
« Reply #2 on: May 01, 2005, 02:00:00 PM »

beerchug.gif
Logged

GogoAckman

  • Archived User
  • Sr. Member
  • *
  • Posts: 271
Scummvm 0.71 Wip Release
« Reply #3 on: May 01, 2005, 02:09:00 PM »

beerchug.gif , I need to try it out and play day of tentacle again biggrin.gif .
Logged

Freddo14

  • Archived User
  • Newbie
  • *
  • Posts: 8
Scummvm 0.71 Wip Release
« Reply #4 on: May 01, 2005, 02:19:00 PM »

awesome work dude! scumm has been my favourite thing for xbox for a long time and now it just got better :D

(any chance of hdtv support in future releases?, that'd be my number one feature request)
Logged

Likklebaer

  • Archived User
  • Hero Member
  • *
  • Posts: 767
Scummvm 0.71 Wip Release
« Reply #5 on: May 01, 2005, 02:30:00 PM »

biggrin.gif

The only thing I would ask though, in case you don't get round to adding the screen resize function, do you think you could just throw together a build with the default screen size set smaller (592 x 444 are nice 4:3 parameters for Xbox stuff I find). As it is you can't see the dialogue choices properly in COMI nor can you see the first item in your inventory in the BS games.

But that's the only thing marring an otherwise excellent port. happy.gif
Logged

themadman123

  • Archived User
  • Sr. Member
  • *
  • Posts: 372
Scummvm 0.71 Wip Release
« Reply #6 on: May 01, 2005, 02:43:00 PM »

Thats so random, I got ScummvmX yesterday for the first time, and the next day a update is released...yippie it's like Christmas all over!
Logged

Carcharius

  • Archived User
  • Sr. Member
  • *
  • Posts: 304
Scummvm 0.71 Wip Release
« Reply #7 on: May 01, 2005, 03:00:00 PM »

QUOTE(Likklebaer @ May 1 2005, 08:36 PM)
Glad to see this finally released.  :D

The only thing I would ask though, in case you don't get round to adding the screen resize function, do you think you could just throw together a build with the default screen size set smaller (592 x 444 are nice 4:3 parameters for Xbox stuff I find). As it is you can't see the dialogue choices properly in COMI nor can you see the first item in your inventory in the BS games.

But that's the only thing marring an otherwise excellent port. ^_^
*


Now why didn't you suggest that before??? ;)

I mean you've been testing it for ages and you only suggest that now?

hehe  :P
Logged

yadster

  • Archived User
  • Newbie
  • *
  • Posts: 27
Scummvm 0.71 Wip Release
« Reply #8 on: May 01, 2005, 04:15:00 PM »

Woohoo. I've used ScummVmx in the past and while not the flashiest of emulators it's certainly one of my faves and I certainly enjoyed playing Monkey Island 2 and Sam N Max all over again. I did buy Curse Of Monkey Island and Full Throttle off Fleabay a few weeks ago and this is the perfect opportunity to try them out. Keep up the good work Carcharius.

 :beer:
Logged

harlekin

  • Archived User
  • Jr. Member
  • *
  • Posts: 73
Scummvm 0.71 Wip Release
« Reply #9 on: May 01, 2005, 04:10:00 PM »

sad.gif

im pleased to see, that someone else has taken the initiative to do what we all were urging for and must say, that i like the new features you put into the port, but, and i do seriously, i am missing many of the adorable features that were in guybrushs port of scummvm.

i was never involved in the actual porting process, so i cant imagine how hard it might be to get them to work in your port, and what a one of a kind genius guybrush might have been to get them to work, but at least i will ask for them. smile.gif

1. i must say, i like guybrushs button configuration more than yours, it had this "emulating a mouse and making use of the extra buttons" feal to it, which i loved. so you might think about switching to the old scheme, i hope i'm not to direct in my approach.. wink.gif
it might proove to be easier for people to switch and honors the approach, guybrush has done. (<-- im not a native english speaker.. wink.gif )

2. the screen resize option is a must in any emulator port on xbox, not just because people like to play arround to get the "original look" of the games working, but because if you play the games on an european tv, the default screen position is way of the ideal, its not centered at all, and much of the screen gets cut off.
furthermore, like in the old port, the screen should be resizeable for scummvm in general, as well as for each game individually. why? because there are several games that use different resulutions (hires, fmtown,...).
a specific on screen option (like in the old port, or xbmc) would be nice, but isn't necessary if only you (so.) could change the screen position by editing some figures in the scummvm.ini.

3. not only because of 2. , but because i am a leazy person from time to time, i'd like it if you could use the same "xbox only" parameters stored in the scummvm.ini, that guybrush has introduced to the scummvm fanbase. ill send you mine, as soon as i've figured out your email adress, or got an mail from you. f.e. guybrush stored the resize screen values in the scummvm.ini file, which made them easy to adjust by hand.

4. the two most important "hotkey combinations" are missing in your port. (

LTRIGGER+RTRIGGER+BACK   restart ScummVMx (back to launcher)
LTRIGGER+RTRIGGER+START  exit ScummVMx (back to dashboard)

) guybrushs port had one to get right back to the scummvm menue, without needing to reload the .xbe by hand. this one is essential for any form of beta testing, and very usable for the conventional player too. the other one's sending you right back to the dashboard, without having to operate via the F5 scummvm ingame menu (which might be hard to see on some tv screens, when playing high res games).

5. several other scummvmx features that i got used to over the time are missing. the ingame graphic filter change (with this lovely little popup, that tells you which one is currently on (which was my idea by the way... wink.gif ) option, the scummvm menue hack, that allows you to scroll through your gamelist using the digi-pad, the auto set the default save name to "date and time" (which should be disable-able in case you own a keyboard and don't want to hit on backspace several times before you get to name your savestate..), and last but not least the screenshot option, which allows you to save a shot of the screan in *.png format, already named correctly to a folder of your choice.

6. i assume, that the NUM-Pad emulation guybrush hast put in for indy3 is missing too, maybe you should think about that too... (basicly, just go through the features described in the readme and implement them one by one, i would very much appreciate it indeed) [ http://www.xbins.org...=xboxnfo867.nfo ]. also the command line options for evox (which allowed you to start a game with the desired configuration right out of your dashboard) would be a nice addition to your port.

so, after all this criticism and "but, i want"-talk to something a little bit more pleasant. i wrote guybrush a mail, just a few minutes ago and asked him to get in contact with you, because i think you guys could benefit from each others experience with this project. as i wrote before, i'm not sure if he checks his email-adress anymore, but i thought it would be worth a try. the other thing is, that i would very much like to offer you my duties as beta tester for the new scummvm port. not only do i allready have experience with this, i also own almost every game playable on scummvm (exept those odd child games supported) and most of them are german, so i could test your port with other than english language versions, just to make sure everything works like it should.

one more request, before i come to an end: if in testing, something goes wrong, in which case summvm often just quits to the dashboard, please be sure to implement a logfile in which the last lines of what scummvm has done are saved in. this proved to be very helpful last time.

thanks in advance, and please feel free to contact me on harlekinrainsATgmxDOTde

harlekin
Logged

Spaz O Mataz

  • Archived User
  • Newbie
  • *
  • Posts: 5
Scummvm 0.71 Wip Release
« Reply #10 on: May 01, 2005, 04:54:00 PM »

not to sound horrible but i won't be downloading this until the screen calibration is sorted out. The screen has a lot of overscan so i hope this gets implemented quickly and another release is done. but i carn't wait till then.
Logged

lantus

  • Archived User
  • Sr. Member
  • *
  • Posts: 297
Scummvm 0.71 Wip Release
« Reply #11 on: May 01, 2005, 05:15:00 PM »

nice work

as far as HDTV goes, id be keen to see it as well - i have updated libSDLx to provide both 720p and 480p modes. All carch needs to do is recompile with the new lib, nothing else needs to be done - whatever mode is specified in your dashboard will be the mode used in the emulator

ill make an effort to release/get a lib to him if he is willing to do this

Logged

Likklebaer

  • Archived User
  • Hero Member
  • *
  • Posts: 767
Scummvm 0.71 Wip Release
« Reply #12 on: May 01, 2005, 05:37:00 PM »

QUOTE(Carcharius @ May 1 2005, 08:59 PM)
Now why didn't you suggest that before??? ;)

I mean you've been testing it for ages and you only suggest that now?

hehe  :P
*


Heehee,

I know. And the funny thing is I was just playing BS1 earlier today and I thought about getting in touch with you to ask about it.

I guess I just figured you were too busy with OpenXDK to be bothered with it right now. I'm glad I was wrong. ^_^

QUOTE
1. i must say, i like guybrushs button configuration more than yours, it had this "emulating a mouse and making use of the extra buttons" feal to it, which i loved. so you might think about switching to the old scheme,

I like the new layout personally. Although it would be nice to have the mouse buttons on the triggers for ppl who like to use the right thumbstick instead of the left.

QUOTE
6. i assume, that the NUM-Pad emulation guybrush hast put in for indy3 is missing too

You assume wrong.
Logged

harlekin

  • Archived User
  • Jr. Member
  • *
  • Posts: 73
Scummvm 0.71 Wip Release
« Reply #13 on: May 01, 2005, 05:57:00 PM »

thanks for the correction :) i thought so, because pulling the L trigger causes the virtual keyboard to pop up, which overrides all other inputs, so i guess that that was mapped a little bit different?

i know this whole button config case is just a matter of taste,... well how about two sets of configurations to choose from? ;)

This post has been edited by harlekin: May 2 2005, 01:03 AM
Logged

CrJack

  • Archived User
  • Newbie
  • *
  • Posts: 8
Scummvm 0.71 Wip Release
« Reply #14 on: May 01, 2005, 07:21:00 PM »

Does this version always use SCUMMVM.INI ?? and command line like:

[indy3]
description=Indiana Jones and the Last Crusade
language=en
path=D:\INDY3\

Thanks for your update!
Logged
Pages: [1] 2 3 4