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Author Topic: Scummvm 0.11.0svn  (Read 1056 times)

harlekin

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Scummvm 0.11.0svn
« Reply #30 on: December 28, 2007, 07:40:00 PM »

QUOTE(Carcharius @ Dec 27 2007, 10:11 PM) *
Is there any chance of a more complete description of the virtual keyboard problems with the Feeble Files etc. I don't own a copy of those games myself so haven't been able to do any testing in that regard. As much detail as possible would be appreciated (IMG:style_emoticons/default/smile.gif)

Sure, I'd be glad to do so. (IMG:style_emoticons/default/wink.gif)

It seems to be a general problem with the way the menu acts in Feeble Files. It is partly dynamic, so when you select an option a voice over will start, or some text will fade in. In the timeframe when the text fades in, the games cursor is blinded out. In fact its even deactivated, you can tell, because normaly reaching the outmost border of the menu window (by simply pressing LStick in any direction for a couple of seconds), the menu closes; While the cursor is blinded out this does not accur.

After you've clicked on "save game", the save slots slide in, with 1 being "new savegame" and as soon as you click on any of the existing savegames, or 1 for a new one, the virtual keyboard pops up, but at the same time, the cursor blanks out (because the game expects a keyboard input). the game does not crash (you can still blend out the keyboard with L, or press Start(/Enter), which will abort the saving process, because you've entered no savename, you can even enter letters using an attached USB keyboard and save this way), it just makes it imposible to save (with just the controller) due to the non existent cursor.

Other games (Kyrandia, Elvira, ...) also produce some graphical glitches with the virtual keyboard (because it becomes "part of the game" rather than an additional layer (granted cause you use the ingame cursor for input)) where the virtual keyboard would stay in a scene after you've blended it out, until the next screen refresh (fe when you enter a new area). I take it this is because in those games the screen does not refresh instantly, but rather "when it's needed". Sometimes this even produces some need overlay effects, where parts of the keyboards are visible and others not, because some cluster underneath it got refreshed, while others didn't.

Oh yes, and don't forget about the screen resizing! (IMG:style_emoticons/default/wink.gif) *jk*

This post has been edited by harlekin: Dec 29 2007, 03:44 AM
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harlekin

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Scummvm 0.11.0svn
« Reply #31 on: December 28, 2007, 07:56:00 PM »

Just found another bug. FOTAQ hangs, when you quit the game using your journal (aka "the way you're supposed to") producing a freeze and a sound stutter (bios soft reset not working afterwards / Xbox crashed for good smile.gif ). Granted this one isn't very severe because you could have restarted the Xbox using the bios reset in the first place, but it might cause some problems with the yet to be implemented "reset to ScummVM launcher" in the future. smile.gif
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harlekin

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Scummvm 0.11.0svn
« Reply #32 on: December 28, 2007, 08:10:00 PM »

You actually can reproduce all of the graphical virtual keyboard problems in BASS (which is freeware btw and can be downloaded from scummvm.org (downloads))!

Start game, press Start to skip the intro, press Back to pull up the menu, press save game (the button on the left of the symbol), then enter some letters just for fun, then press L while you're still pressing A to enter some letters, this will cause the last enterend letter to repeat infinitly AND scramble the keyboard (which will still be on screen, move the cursor arround to see the effect of the screen update). The second will happen every time you press L in the game menu, not just when inputing a letter at the same time. To get the wierdness go away, you actually have to leave the menu as a whole.

This post has been edited by harlekin: Dec 29 2007, 04:11 AM
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harlekin

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Scummvm 0.11.0svn
« Reply #33 on: December 28, 2007, 09:24:00 PM »

Found a strange bug in Broken Sword 1 and am not sure what to make of it. Used a savegame in Hotel Ubu as reference (I've uploaded it for further testing (IMG:style_emoticons/default/smile.gif) );

When I load up the savegame the first two seconds of BGM get "echoed", after that it playes like it's supposed to. What actually should happen here is, that the BGM slowly fades in in those seconds, increasing in volume up to the point where it should be and then staying there. Also if you load another savegame after youve loaded this one, the first (pre-cached?) seconds of the BGM tune get played after the loading process, as soon as the new area appears (again, what should happen is a slow fade in, or even no BGM at all).

Also when leaving Hotel Ubu for the first time (leave ofter loading the savegame), a BGM kicks in that is a slight variation of the normal one for this place and underlines the suspence factor in the following scene, in your port this is missing completly. If you reenter the hotel after this dialoge, the BGM is supposed to restart from the beginning (the piano piece, I'm sure of this, because I've played several version of this game (WIN32, PSX, even the GBA port) and always stoped there just for the music), but in this port it isn't.

I've to say, I'm not sure if this is a problem with the svn, or your port, but I can confirm, that in the ScummVMx 0.6.0 release there were no such issues.

If someone could establish, if these problems are also occuring in the win32 or macos svn of ScummVm (http://www.scummvm.org/downloads.php , search for SVN) I'd be thankful.

savegame:
http://harlekin.nm.ru/scummvm_saves/SAVEGAME.zip
(You have to have at least five savegames in BS1, this savegame will overwrite your save .005 and appear under the name you set for your former .005 save)

This post has been edited by harlekin: Dec 29 2007, 05:29 AM
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Modboxxx

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Scummvm 0.11.0svn
« Reply #34 on: December 29, 2007, 10:41:00 AM »

Looks like everything is running pretty well with using the extra path option.
This is awesome!

But pretty please release a new version with screen resizing soon. Its unbearable being able to run these new games the old scummvm for xbox couldnt, but not being able to play them because half the screen is cut off  biggrin.gif  biggrin.gif
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murf43143

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Scummvm 0.11.0svn
« Reply #35 on: December 29, 2007, 02:58:00 PM »

Can't find a DL anywhere to test!

Thank you though and happy holidays!
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harlekin

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Scummvm 0.11.0svn
« Reply #36 on: December 30, 2007, 10:18:00 AM »

QUOTE(murf43143 @ Dec 29 2007, 10:58 PM) View Post

Can't find a DL anywhere to test!

http://www.xbox-scen...icles/xbins.php
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Scoox

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« Reply #37 on: January 02, 2008, 02:26:00 PM »

runs smooth so far, but i can only repeat the previous posters to implement a resizing-feature first, so testing makes more fun smile.gif
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nomisholman

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« Reply #38 on: January 03, 2008, 06:32:00 AM »

Excellent work!!

Heres another issue (although not really a bug)

For Goblins Quest 3 [gob3] you can't move the mouse to the bottom of the screen.
This means you can't get to the keyboard. (not that you really need it)

Also the 1st time I ran Monkey Island (1) I couldn't see the "look at", "pick up", etc options
at the bottom of the screen. They still work, but weren't visable.

Every other time since it has worked fine. Just one of those things I guess.
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uwer

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Scummvm 0.11.0svn
« Reply #39 on: January 03, 2008, 06:00:00 AM »

Hi! I just had a lockup with Full Throttle. Softreset using the controller was still possible.

There is information about the specific problem in the ScummVM Forum.

Looks like a newer compile will fix the bug.

Thanks for your great work! uwer
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Chronusdark

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Scummvm 0.11.0svn
« Reply #40 on: January 05, 2008, 09:44:00 AM »

i launched scummvm flawlessly 2 or three times. now it just flickers and returns to xbmc anyone know why this is?
i tried deleting the gamesaves and recopying it but no dice
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althena

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« Reply #41 on: January 06, 2008, 08:23:00 AM »

I just noticed that with this release the buttons of my USB mouse stopped working. It is a simple standard optical USB mouse from Saitek I also use with my notebook. The buttons worked in all earlier ScummVM releases I tested on my Xbox and the mouse is still working fine in for example UnleashX, WinUAEX or the XBMC.
Are more people having this problem or is it probably just one with the one I use? Unfortunately I don't have another mouse I could try, on my desktop computer I use a bluetooth one.
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Chronusdark

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« Reply #42 on: January 06, 2008, 09:05:00 AM »

QUOTE(althena @ Jan 6 2008, 10:23 AM) *

I just noticed that with this release the buttons of my USB mouse stopped working. It is a simple standard optical USB mouse from Saitek I also use with my notebook. The buttons worked in all earlier ScummVM releases I tested on my Xbox and the mouse is still working fine in for example UnleashX, WinUAEX or the XBMC.
Are more people having this problem or is it probably just one with the one I use? Unfortunately I don't have another mouse I could try, on my desktop computer I use a bluetooth one.



i can confirm this with my mouse too

btw i managed to get scumm loading by removing its entry in the TDATA folder as well as the UDATA folder
i didnt know it would have an entry in both my bad

also it would be really nice if there was a screen resize function in this because im missing like a inch all around my screen

This post has been edited by Chronusdark: Jan 6 2008, 05:05 PM
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cricri_pingouin

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« Reply #43 on: January 07, 2008, 07:17:00 AM »

I eventually played DOTT all the way through yesterday! I next started playing SAm&Max and got stuck at the whack a rat game since it seems I'll need the mouse to win. I'll try to report on whether my Microsoft optical USB mouse has the buttons working.
Thanks again Carcharius! Great work, great fun!
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cricri_pingouin

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« Reply #44 on: January 07, 2008, 12:57:00 PM »

Sorry for spamming, I don't seem to be able to edit my previous post.
Just to confirm that I'm not more clever than the 2 guys before me, and that I have the same problem: the mouse moves the cursor ok, but the buttons are ineffective. ScummVM remains perfectly playable though.
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