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OG Xbox Forums => Software Forums => Emulators => Topic started by: Carcharius on December 24, 2007, 04:46:00 AM

Title: Scummvm 0.11.0svn
Post by: Carcharius on December 24, 2007, 04:46:00 AM
Hi guys,

I've just released a beta of my port of ScummVM. This one is based off of the current ScummVM subversion tree (0.11.0svn).

This isn't an update of my previous port, it's a complete 'do over' (as an american might say). Some (xbox specific) things are in this version that weren't in my previous port and it's likely that some things from the previous version aren't in this one.

It is something that I've had in progress for a while now, other stuff kept getting in the way so I couldn't spend time on it. Because of that it's probably not as well tested as it could have been.

That's where you guys come in - please test the hell out of it during the next week or so and post any feedback so that I know what to look at.

Please remember that this is not an official port or part of the ScummVM project itself, so lease don't go bothering those guys with any issues. If you find anything wrong, please come and tell me about it here on xbox-scene.

Merry Christmas everyone,

Carcharius
Title: Scummvm 0.11.0svn
Post by: nes6502 on December 24, 2007, 12:33:00 PM
Fantastic!

This post has been edited by nes6502: Dec 24 2007, 08:35 PM
Title: Scummvm 0.11.0svn
Post by: VampX on December 24, 2007, 12:38:00 PM
Sweetness! i know what i'll be doing for Christmas  love.gif
Title: Scummvm 0.11.0svn
Post by: Sirmatto on December 24, 2007, 12:48:00 PM
Best Christmas present since that duck sweater my great aunt knitted for me!
Title: Scummvm 0.11.0svn
Post by: DMAddict on December 24, 2007, 10:04:00 PM
Thanks man. I have just about every other emu for the xbox except ScummVM. Guess it's time to give this one a whirl.  biggrin.gif
Title: Scummvm 0.11.0svn
Post by: ramzeva on February 03, 2020, 12:26:00 AM
awesome thanks!
Title: Scummvm 0.11.0svn
Post by: AmyGrrl on February 03, 2020, 12:35:00 AM
This is the best Christmas Present ever!!!! I've been waiting a long time for a ScummVM Update.... Thank You so much!!!
Title: Scummvm 0.11.0svn
Post by: kimota2004 on February 03, 2020, 05:59:00 AM
Superb, thx a lot and Merry Christmas!
Title: Scummvm 0.11.0svn
Post by: Modboxxx on February 03, 2020, 10:36:00 AM
Awesome! I was beginning to think there would never be an update to scummvm for xbox

One thing though, please add a way to adjust the screen size like older versions had
because this new version is currently unplayable for me because the screen dimensions are way out of whack.

Thanks for keeping scummvm alive on xbox!

Title: Scummvm 0.11.0svn
Post by: freak12 on December 25, 2007, 11:25:00 AM
WoooW nice X-mas present i already watched 6 months for it THX. love.gif  jester.gif
Title: Scummvm 0.11.0svn
Post by: Retroplay on December 25, 2007, 03:19:00 PM
THANK YOU  smile.gif
Title: Scummvm 0.11.0svn
Post by: Scoox on December 25, 2007, 09:20:00 PM
Big thx  gift.gif  cheers
Title: Scummvm 0.11.0svn
Post by: sxxxe83 on December 26, 2007, 07:53:00 AM
Thanks m8 happy.gif
Title: Scummvm 0.11.0svn
Post by: harlekin on December 26, 2007, 08:59:00 AM
Yes, thank you indeed for this update! I've currently tried Future Wars, I Have No Mouth, and I Must Scream and Inherit the Earth: Quest for the Orb as well as some Sierra Games and they all work without any major problems. Today I'll test Feeble Files (reencoded video files) and maybe will be able to test some older games as well.

Problems I noticed so far:

Full Throttle won't run (black screen on startup, then reset, but could be because of some modified parameter in my scummvm.ini, I have to rule that out first, ...).

I Have No Mouth, and I Must Scream has some problems with the virtual keyboard and the naming of savegames (sometimes only one letter will get displayed, sometimes it gets repeated endlessly, ...).

In Future Wars you aren't able to save, without a USB Keyboard and Adapter (which I have), because F10 isn't mappable, and your virtual Keybord doesnt include the F keys).

--

The one thing you HAVE to implement in your next build is screen resizing (for each game individually, maybe even with a aspect ratio option?) and Soft Reset to the ScummVM Launcher. Apart from that a Screenshot Option (*.png's) would be nice too... (IMG:style_emoticons/default/smile.gif)

Thanks again,

harlekin

This post has been edited by harlekin: Dec 26 2007, 05:02 PM
Title: Scummvm 0.11.0svn
Post by: Modboxxx on December 26, 2007, 09:40:00 AM
Ive noticed a few issues with broken sword 1 and 2...

broken sword 1 does not display any of the cinematics (yes i have the cinematic pack from scummvm.org)
and it also will not play the speech, it just defaults to text only with no way to turn on voice.

broken sword 2 will not display the cinematics either (again yes i have the cinematic pack from scummvm.org)
I get the message "missing cinematics go to www.scummvm.org to download"

Same copies of the games work fine in scummvm for windows, looks like its an issue specifically with this port.

I also noticed the same problem as the poster above with Full throttle.
Title: Scummvm 0.11.0svn
Post by: harlekin on December 26, 2007, 01:24:00 PM
I can second that. Broken Sword 1+2 won't display the cutscenes, BS1 has no music, or speech, only sfx.
COMI (Ger) also crashes at the startup displaying a cryptic error message.

Right now ScummVMx 0.6.0 still is the version to go for for any game up to Broken Sword 2. It's stable, has screenshot support, soft reset, supports screen resizing, has the better pad-layout (imho), software filters for the non vga games, ...

I very much appreciate the work and effort you put into these releases Carcharius, but also hope that this time arround your release will actually get updated with bugfixes and become more compatible and stable as a whole.

I still had no time to get Feeble Files on my Xbox, but will be back with some feedback as soon as I've managed to do so.
-

For anyone wondering about *.mp3 and *.ogg support, they both are in and working.
edit: The scummvm.ini is located in E:/tdata/fff3faac/ btw.

This post has been edited by harlekin: Dec 26 2007, 09:36 PM
Title: Scummvm 0.11.0svn
Post by: harlekin on December 26, 2007, 01:52:00 PM
Oh, and one more request, please add an option to disable the flicker filter the Xbox has in place. 2D games look so much better, when it's set to zero.

For those of you who don't know, you can use XBMC to launch any application and game with a custom flicker filter level, but it would be nice to have such an option integrated in the emu itself.
Title: Scummvm 0.11.0svn
Post by: harlekin on December 26, 2007, 02:28:00 PM
To all the testers out there: The savepath seems to be hardcoded to E:/udata/fff3faac/ even if you change it in the *.ini it'll get replaced with the default one once you restart Scummvm 0.11.0svn.

I have to say I quite like the new (?) save system which makes the games show up in the Xbox savegame manager. To get your old saves to the new path for testing, launch a game, save once, search for the folder this savegame appears in E:/udata/fff3faac/ and drop all your old saves into this folder.
Title: Scummvm 0.11.0svn
Post by: Carcharius on December 26, 2007, 03:46:00 PM
Guys,

for those of you having problems with some games e.g. the problems reportedwith Broken Sword 1 and 2, Curse Of Monkey Island and Full Throttle - how have you got your game folders setup?

My guess is that you have a folder for the game (e.g. sword1) then within that folder you have separate folders for video, music etc (e.g. sword1\video).

If this is the case (I have mine setup like that) then from the ScummVM launcher, highlight the game, click on Edit Game, go to the Paths tab and set the Extra Path option to point to the same folder as the Game Path.

E.g. if the Game Path reads dvd:\\sword1 set Extra Path to also read dvd:\\sword1

In older versions of ScummVM, the extra paths were set automatically when you added a game using the launcher. This changed a while back in the ScummVM source code. I believe the reason was that the game engines themselves should be responsible for setting those up (and not the launcher), but I don't think many of the engines actually do so yet.

All of the aforementioned games do work in this version with the above workaround.

As for mp3 and ogg support, yes they are both in there as well as MT32 emulation (given the correct MT32 bios images in the Media folder - see the ScummVM readme for more details - don't ask me where to get the bios images from!). Also supported is FluidSynth midi emulation, just drop your soundfonts in the Media folder and set which one to use from the ScummVM launcher.
Title: Scummvm 0.11.0svn
Post by: ramzeva on December 26, 2007, 04:20:00 PM
The extra path thing works, and Full Throttle works now, but the videos dont simply because it needs 2x extra paths, there is a Video and Data folder.

This post has been edited by ramzeva: Dec 27 2007, 12:23 AM
Title: Scummvm 0.11.0svn
Post by: bassquake on December 26, 2007, 07:26:00 PM
Hi. Ive briefly tried it. I like the skin but I use a mouse and the buttons dont work. I can move the cursor but have to click X on the joypad to select. Any chance this could be fixed?

Cheers.  wink.gif
Title: Scummvm 0.11.0svn
Post by: harlekin on December 26, 2007, 07:49:00 PM
Yay! I can confirm the following games working with the workaround:
COMI, Feeble Files, BS2;

For those games if you want to, you can also insert the extrapath line directly in the scummvm.ini, beneath the actual file path of that game, so for COMI it would look something like that:
CODE
[comi]
description=The Curse of Monkey Island
path=F:\emulators\scummvmx\games\comi\
extrapath=F:\emulators\scummvmx\games\comi\resource\
language=de
.

But there are those games that use more than one sub-folder (see: http://wiki.scummvm.org/index.php/Datafiles ) and unless you want to merge the content of all folders into one, you can't launch them.

Now even on the official ScummVM Datafiles sheet those sub-dirctories are still listed, so are you sure that this isn't a fault in the port, or the svn? (I guess I could find the answer in the ScummVM forums.. (IMG:style_emoticons/default/wink.gif) ) If you could think of a way to fix this without us having to screw with the file structure, I'd appreciate it.

Either way, none of the 0.7.0+ Games is effected (/has more than one sub folder), so I'll be off and testing in the next couple of days. (IMG:style_emoticons/default/smile.gif)

This post has been edited by harlekin: Dec 27 2007, 03:55 AM
Title: Scummvm 0.11.0svn
Post by: the_nerdy on December 26, 2007, 10:36:00 PM
Does Toonstruck work in this yet by chance?

I really hope to see support added to this game soon.

I think many people have been waiting to play this game and it is time to bring it back.
Thanks,
Will
Title: Scummvm 0.11.0svn
Post by: Carcharius on December 27, 2007, 01:00:00 AM
QUOTE(harlekin @ Dec 27 2007, 02:49 AM) View Post

For those games if you want to, you can also insert the extrapath line directly in the scummvm.ini, beneath the actual file path of that game, so for COMI it would look something like that:
CODE
[comi]
description=The Curse of Monkey Island
path=F:\emulators\scummvmx\games\comi\
extrapath=F:\emulators\scummvmx\games\comi\resource\
language=de
.

But there are those games that use more than one sub-folder (see: http://wiki.scummvm....x.php/Datafiles ) and unless you want to merge the content of all folders into one, you can't launch them.

Sorry but you obviously misread what I said earlier.

What I said was
QUOTE

E.g. if the Game Path reads dvd:\\sword1 set Extra Path to also read dvd:\\sword1


So in your example you should have the extra path set to F:\emulators\scummvmx\games\comi

That will take care of games with multiple sub-folders within the main game folder.
Title: Scummvm 0.11.0svn
Post by: harlekin on December 27, 2007, 09:29:00 AM
Thank you! I clearly was too eager to try out some of the new games, that I stopped reading as soon as I thought I had the scheme figuered out. (IMG:style_emoticons/default/smile.gif)

Got almost all games (exept the Humongous Entertainment Games which I haven't tested) working so far (BS1+BS2 tested with mp2 and dxa videofiles: both work; Full Throttle, Feeble Files, ... and all the other post 0.6.0 games).

Found some virtual keyboard problems in Feeble Files (naming savegames) as well as in several other non Lucas Arts Adventures, where it would get stuck, or dont wanish until the next screen update;
Ween copy protection does not work with the Virtual Keyboard, or the DPad numpad emulation;

Mouse emulation speed (LStick) is a tad to fast for exact navigation in the details imho, so if you could make it adjustable over some ini settings, together with mappable controller buttons maybe, it'd be nice.

It seems that with screen resizing and maybe a better virtual keyboard implementation (or even "date/time" as default savename for those games where the virtual keyboard isn't working as it should) for the users out there who are dependend on pad only inputs, this would be the perfect build. (IMG:style_emoticons/default/smile.gif)

This post has been edited by harlekin: Dec 27 2007, 05:38 PM
Title: Scummvm 0.11.0svn
Post by: harlekin on December 27, 2007, 10:34:00 AM
If you are a PAL user, you are almost bound to launch ScummVMx via XBMC (add it to your favourites, so you don't habe to browse to it every time you want to launch it). Not only can you remove the flicker filter, but you can also launch ScummVMx in PAL60 (white button/Launch in ...) which will emprove the emu speed massivly. I've tested it on BS1 and the time that the item bar takes to fade in and out, the difference is realy noticeable.

Tested some specific scenes in BS1 (Bulls Head Sequence) and Full Throttle (Destruction Derby and Highway Battle Sequences), which provide a good mixture of normal gameplay, music changes, cutscenes, and in FT even dynamic gameplay elements, without any problems, so I guess it is quite save to assume, that at least those and probably most games will run without any problems on this port.

This post has been edited by harlekin: Dec 27 2007, 06:37 PM
Title: Scummvm 0.11.0svn
Post by: + T + on December 27, 2007, 12:54:00 PM
For those of you messing around with extra paths n all that, don't bother. Just take all the files out of any sub-directories and dump them all in the main game folder.

Tested with Full Throttle, COMI, and The Dig; all working perfectly. wink.gif

Excellent port BTW. And yes I agree that screen resizing would be a much appreciated option.
Title: Scummvm 0.11.0svn
Post by: Carcharius on December 27, 2007, 02:11:00 PM
Regarding the naming of save games - if the virtual keyboard is not working quite right then I believe that if you double click the save game slot then I think it does automatically set the name to the date and time (or something similar).

I'm not 100% sure what does get set, but I know something does because when testing I very rarely enter a specific name and just go with the default.

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 smile.gif ideally with confirmation from other users as well - no offence harlekin but I'd like to be sure that it isn't just a one off problem - you know how it is! wink.gif
Title: Scummvm 0.11.0svn
Post by: uwer on December 28, 2007, 03:22:00 PM
Thank you so much  love.gif for going to the trouble and releasing this for ye olde Xbox. This is the perfect thing to do while my winter vacation lasts.

So far I had success with DOTT, Zak McKracken (FM-TOWNS), Future Wars and "I have no mouth...".

On all of these I experience an overscan issue, though. I can't see the edges of the frames, because my HDTV has an overscan that can't be switched off. Thats a showstopper for Zak, at least.

Is there a way the screen can be resized?

Anyway, beautiful job. Have some happy holidays!

uwer
Title: Scummvm 0.11.0svn
Post by: cricri_pingouin on December 28, 2007, 04:31:00 PM
Excellent, thanks Carcharius biggrin.gif
Title: Scummvm 0.11.0svn
Post by: harlekin 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
Title: Scummvm 0.11.0svn
Post by: harlekin 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
Title: Scummvm 0.11.0svn
Post by: harlekin 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
Title: Scummvm 0.11.0svn
Post by: harlekin 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
Title: Scummvm 0.11.0svn
Post by: Modboxxx 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
Title: Scummvm 0.11.0svn
Post by: murf43143 on December 29, 2007, 02:58:00 PM
Can't find a DL anywhere to test!

Thank you though and happy holidays!
Title: Scummvm 0.11.0svn
Post by: harlekin 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
Title: Scummvm 0.11.0svn
Post by: Scoox 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
Title: Scummvm 0.11.0svn
Post by: nomisholman 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.
Title: Scummvm 0.11.0svn
Post by: uwer 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
Title: Scummvm 0.11.0svn
Post by: Chronusdark 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
Title: Scummvm 0.11.0svn
Post by: althena 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.
Title: Scummvm 0.11.0svn
Post by: Chronusdark 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
Title: Scummvm 0.11.0svn
Post by: cricri_pingouin 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!
Title: Scummvm 0.11.0svn
Post by: cricri_pingouin 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.
Title: Scummvm 0.11.0svn
Post by: lmolenaar on January 16, 2008, 06:50:00 AM
O, this is so great! I was hoping you would continue working on my favorite xbox application of all time!
Many many many thanks for your efforts!

Will start testing this weekend!

 love.gif
Title: Scummvm 0.11.0svn
Post by: cocomonk22 on January 17, 2008, 05:15:00 AM
There seems to be a problem with Simon the Sorcerer about there not being an engine to run the game.
Title: Scummvm 0.11.0svn
Post by: Carcharius on January 17, 2008, 11:13:00 AM
QUOTE(cocomonk22 @ Jan 17 2008, 12:51 PM) View Post

There seems to be a problem with Simon the Sorcerer about there not being an engine to run the game.

Any chance of a more detailed error report?

The exact error text that you see would be good.
Title: Scummvm 0.11.0svn
Post by: Retroplay on January 17, 2008, 01:56:00 PM
ScummVM 0.11.0 final is out.  smile.gif
Title: Scummvm 0.11.0svn
Post by: cocomonk22 on January 17, 2008, 04:24:00 PM
QUOTE(Carcharius @ Jan 17 2008, 08:49 AM) View Post

Any chance of a more detailed error report?

The exact error text that you see would be good.


I have solved the problem already, but the error read: Could not find any engine capable of running the selected game!

The problem was that the game profile used was created by an older Scummvm that named it as a 'Talkie' version. By adding the game again using the current Scummvm, the version added was named as a 'CD' version. The CD profile worked, and the Talkie profile was removed. The problem was the same with Simon 2 as well.
Title: Scummvm 0.11.0svn
Post by: Harlock_Gbase on January 18, 2008, 02:59:00 AM
QUOTE(harlekin @ Dec 26 2007, 04:59 PM) View Post


The one thing you HAVE to implement in your next build is screen resizing (for each game individually, maybe even with a aspect ratio option?) and Soft Reset to the ScummVM Launcher. Apart from that a Screenshot Option (*.png's) would be nice too... smile.gif



I second that. Screen resizing would be very neat, as i have an old 4:3 TV and i am missing the left part of the screen, also soft reset would be very cool. Quitting the game just gets you back to the dashboard. Otherwise fantastic job on this!
Title: Scummvm 0.11.0svn
Post by: edwardar on January 18, 2008, 05:06:00 PM
Just wanted to add my thanks! Just been playing Simon the Sorcerer and it works great. DOTT is next!

+1 vote for screen resizing, I'm missing some of the text on my TV.

Ed
Title: Scummvm 0.11.0svn
Post by: edwardar on January 18, 2008, 07:14:00 PM
Has anyone confirmed that MT-32 emulation works? It doesn't seem to on mine. I think I have the correct roms in the media folder (and in the main and game folders to be sure!), but it flashes up something like Missing MT32_PCM.ROM then resets.

Am I right in thinking MT32 emulation will be too slow for practical use anyway?

Thanks,

Ed
Title: Scummvm 0.11.0svn
Post by: jkonami on January 20, 2008, 04:33:00 AM
Thanks from me too, been having a lot of fun. smile.gif  I wholeheartedly second the screen size thing, my games get cut off a little as well.

My only other recommendation is to somehow disable (or give an option) for mouse acceleration as controlling the mouse with the joystick is already a bit weird.
Title: Scummvm 0.11.0svn
Post by: jkonami on January 23, 2008, 12:44:00 AM
QUOTE(edwardar @ Jan 19 2008, 03:50 AM) View Post

Has anyone confirmed that MT-32 emulation works? It doesn't seem to on mine. I think I have the correct roms in the media folder (and in the main and game folders to be sure!), but it flashes up something like Missing MT32_PCM.ROM then resets.

Am I right in thinking MT32 emulation will be too slow for practical use anyway?



Doesn't work for me either.  Tried the two roms (outlined in the scummvm readme) in the media folder, then the folder with the xbe, then the folder of the individual games.  I get a similar message (same one in all three cases), which flashes too fast for me to read.  Then it boots me to the launcher.

I'd love MT-32 but I'd still say prioritize screen resizing. smile.gif
Title: Scummvm 0.11.0svn
Post by: willers on January 31, 2008, 02:18:00 PM
Cheers man for this Fantastic release of ScummVM gotta love those Monkey Island games they were my favorite games on my IBM PS/1 which only had 20Mhz, 4mb RAM and 70mb Hard disk lol. I cant really test the games much without the screen adjustment. Reboot back to game list would be great too if its possible.

Cheers again  beerchug.gif
Title: Scummvm 0.11.0svn
Post by: Maturion on February 01, 2008, 01:58:00 PM
QUOTE
Reboot back to game list would be great too if its possible.


I think there was a menu which allowed you to get back to the gamelist.
Title: Scummvm 0.11.0svn
Post by: 3adger on February 02, 2008, 05:29:00 PM
Hey, sorry if this is a dumb question, I have never used ScummVM on XBox before.  I installed it and can run it; the main ScummVM screen comes up and I can see the buttons to add games, run them, etc.  However I can't seem to do anything beyond that.  I have tried to use a normal XBox controller and the DVD remote.  Do I have to use a mouse for this app?  Am I missing something?

Thanks for you help...
Title: Scummvm 0.11.0svn
Post by: Retroplay on February 03, 2008, 04:31:00 PM
No mouse required.
It's configured exactly like all the other ports.
The left analogue stick works as a mouse.
Title: Scummvm 0.11.0svn
Post by: Norkusa on February 06, 2008, 11:32:00 AM
Love this release so far but it really needs a screen resize option like the old releases. The outermost 2-3 inches of the screen edges are always cropped out on me.
Title: Scummvm 0.11.0svn
Post by: drtekger on February 11, 2008, 04:54:00 AM
Awesome! +100 on screen resize PLEASE smile.gif
Title: Scummvm 0.11.0svn
Post by: Solo0815 on February 16, 2008, 10:46:00 AM
Any news on this?
Scummvm 0.11 final on Xbox with screen resize would be TEH APP wink.gif
thx in advance
Title: Scummvm 0.11.0svn
Post by: nickeh on April 02, 2008, 06:53:00 AM
Still no news on this?
Was really happy when i updated to 0.11 svn but without screen resize I'm still stuck on the old version since most games are unplayable since you cant see all the buttons and sneaky stuff on the edge of the screen.
Title: Scummvm 0.11.0svn
Post by: Carcharius on April 03, 2008, 05:37:00 AM
Sorry guys,

I've been having some health and personal issues which have stopped me doing pretty much anything else lately.

I hope to get back into it all at some point, but I have things I need to take care of first.

Carcharius
Title: Scummvm 0.11.0svn
Post by: ressurectionx on April 03, 2008, 05:51:00 AM
Get well soon man.  Hope you get it all sorted out.

~Rx
Title: Scummvm 0.11.0svn
Post by: althena on April 03, 2008, 08:30:00 AM
Same here, waiting eagerly for a new update, but of course health comes first.

Wish you a good recovery (IMG:style_emoticons/default/smile.gif)
Title: Scummvm 0.11.0svn
Post by: flowmpo on May 17, 2008, 02:41:00 PM
hi carcharius,

how are you doing? hope you are in good health again..

is there anything new to report? cant wait to get your update of this awesome work you did!!  love.gif

Title: Scummvm 0.11.0svn
Post by: Carcharius on May 22, 2008, 02:15:00 PM
Sorry guys - I'm still having issues that I need to deal with.

I wish I had some news or could say when I'll be back in the swing of things but I just can't right now.

Carcharius
Title: Scummvm 0.11.0svn
Post by: Carcharius on December 04, 2008, 05:25:00 AM
You know, I've just seen that the latest unstable build sof ScummVM now support the Discworld games.

That might just be enough to tempt me back to some xbox development.

No promises though - it depends if I can find time and stuff and how much work is involved in updating my port to the current version.

Who knows...it might happen.

Carcharius
Title: Scummvm 0.11.0svn
Post by: Solo0815 on December 04, 2008, 12:56:00 PM
I'm looking forward to test the new version wink.gif
thx for this "hope"
Title: Scummvm 0.11.0svn
Post by: ganjatron on December 04, 2008, 02:14:00 PM
Carcharius lives!!!!
Title: Scummvm 0.11.0svn
Post by: Mega Man (?) on December 05, 2008, 04:43:00 PM
That would be awesome Carcharius.  smile.gif

It is good to here from you, with your latest input on the matter.

Thanks for all your work, and here's hoping for your continued work on Scumm. love.gif  love.gif
Title: Scummvm 0.11.0svn
Post by: Red_Breast on December 12, 2008, 01:53:00 PM
I only got to softmodding my Xbox this year.
The first thing I done with it, before XBMC, was ScummVM and this thread was one of the first I read as I was looking at what was possible.
Must of made a nice Xmas present last year.
All the best Cacharius. I tend to visit the ScummVM forums a little more than these ones. I'll be keeping an eye on the "Other ports" section.
Title: Scummvm 0.11.0svn
Post by: v0llrath on December 15, 2008, 03:47:00 AM
someone already noted this but i just got "scummvm_0110svn_20071224" and the mouse button doesn't click for me, either.  i have no mouth and i must scream works really well!  much faster than on dosxbox.
Title: Scummvm 0.11.0svn
Post by: Rocker1 on December 22, 2008, 06:01:00 PM
I got around to getting some games for this finally, but when I launch it it goes straight back to the Dashboard... are there any common reasons for this happening? Im set at 1080i on my dashboard at the moment so I will try and see if its related to that... in the mean time any suggestions posted here would be appreciated.

Thanks smile.gif
Title: Scummvm 0.11.0svn
Post by: Rocker1 on December 24, 2008, 10:12:00 AM
Ok I found the solution on page 3 of this thread... just deleted the contents of the UDATA and TDATA, works now smile.gif.
Title: Scummvm 0.11.0svn
Post by: pepernauta on December 27, 2008, 09:32:00 AM
hello , where can i download this port of scummvm for xbox, i cant find te link, sorry for my brainless

hello , where can i download this port of scummvm for xbox, i cant find te link, sorry for my brainless
Title: Scummvm 0.11.0svn
Post by: VampX on December 27, 2008, 09:50:00 AM
QUOTE(pepernauta @ Dec 27 2008, 07:08 PM) View Post

hello , where can i download this port of scummvm for xbox, i cant find te link, sorry for my brainless

hello , where can i download this port of scummvm for xbox, i cant find te link, sorry for my brainless



Its not on xbins yet?
Title: Scummvm 0.11.0svn
Post by: Party Animal on January 04, 2009, 06:36:00 PM
Carcharius, thanks for all of your hard work on ScummVM for xbox.

+1 vote for screen resizing from me too! (either in your latest build or whenever the next one comes, if you choose to do another in the future)

Take care, and I hope you are feeling better
Title: Scummvm 0.11.0svn
Post by: Darknior on April 29, 2009, 09:09:00 AM
Hi,

I stand up too for a new version of this emulator on xBox biggrin.gif
With some friends we love playing these games ...

We wish you come back on the scene when you can ...
Give us som news ...

Bye
Title: Scummvm 0.11.0svn
Post by: Darknior on May 02, 2009, 05:08:00 PM
I have tested this version 0.11.0 and it is excelent biggrin.gif

For the others who are using it ... why some guys tell that it is not a final version ?
What is missing ?
Or what are the bugs ?

Thanks
Title: Scummvm 0.11.0svn
Post by: ressurectionx on May 02, 2009, 09:09:00 PM
I don't think there's a newer XBox version.   They're saying that the official emulator is more advanced and they'd like to see an update.  


With screen adjustment ability that I also give an "Aye!" for!
Title: Scummvm 0.11.0svn
Post by: GTTeancum on May 02, 2010, 08:21:00 PM
Pretty much.  The member that ported ScummVM seems to have moved on.  The ScummVM team that works on all of the other builds has a "branch" for Xbox builds that is untested, however since it requires the XDK (it doesn't run on OpenXDK) it can't be legally distributed.