Any chance of getting an updated version of SCUMMVM ?


I have not had any time to really do anything on this, well anything at all, for the last few months. Various stuff that I don't plan on going into. It is sufficient to say, not really enjoying 2012.


Anyway, there have been bugs in the OP ScummVM codebase since the 1.2.0 release (well 1.3.0 really, it got quite fragile following some re factoring outside the backend) and I have not had time to get the stability up to a level I would be happy with. I have done the odd build here and there (released on IRC and the likes) but not tracked down all the situations that cause crashes early on. It's not going to be hard to track down, the backend is really quite a simple codebase, but it will take a little time. Something I have just not had.


As an aside, debug builds of mainline development ScummVM are made automatically on a daily basis and we host them at http://buildbot.scummvm.org/builds.html.


They come with some MASSIVE health warnings as they are all debug builds and not really intended for any sort of real use but it may be handy if anyone wants to help track down bugs.


It's also worth noting that I build on a Linux box using my OE derived toolchain, and a Windows box using CSL and libs taken from the OP firmware. There is nothing special about the build and all my backends (gp2x, wiz, caanoo and openpandora) are supported by the configure script complete with bundle targets (that makes the pnd in the case of the op).
 
I tried to build it for openpandora target and it built without problems, unfortunately it segfaulted at start and I don't have the time to do debugging on it, but I can asure everyone, who wants to take this on, that it is easy to build and debug.


Please, someone try it, as I want to play that version, too. :)
 
... Various stuff that I don't plan on going into. It is sufficient to say, not really enjoying 2012.

Strangely, 2012 not going ok for me either, even being a dragon person...so much for the dragon year :(


But there is that saying about the storm/calm kind of stuff, I hope such things get you better latter on this year!


You do a good job and I enjoy the caanoo version a lot.
 
Sorry to hear you have challenging times djwillis.


The other day I relaunched ScummVM to test "Day Of The Tentacle", and thought that it would be great to add a 4th control scheme:


- DPAD-LEFT = Left Click


- DPAD-RIGHT = Right Click


- STYLUS = Hover


If I'm not mistaken, this is something left-handed people can already achieve by using the game buttons for Left/Right clicks. For games that don't use arrow keys for movement, the controls listed above would be veeery handy!
 
In case anyone else want to have a go at debugging ScummVM, here's how I'm compiling it right now (using sebt3's VirtualBox image):

  1. Launch sebt3 VirtualBox image
  2. Open terminal


  3. Code:
    mkdir ~/Pandora/scummvm
    
    setprj scummvm
    
    wget "http://prdownloads.sourceforge.net/scummvm/scummvm-1.4.1.tar.bz2?download" -O scummvm-1.4.1.tar.bz2
    
    tar xf scummvm-1.4.1.tar.bz2
    
    cd scummvm-1.4.1
    
    pndconfigure --host=openpandora --enable-all-engines --enable-release \
    
    --with-sdl-prefix=/usr/local/angstrom/arm/arm-angstrom-linux-gnueabi/usr/
    
    make


I can't promise that it works; it's still compiling. From what I've read above it's more likely that it will segfault :( It's worth a shot at least :)


EDIT:


Yup, it segfaults :( I'll take a look when I get some more time on my hands. Quite busy as always
 
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The bug is located in backends/platform/openpandora/op-backend.cpp, around the SDL_CreateCursor. I tested it with various settings, but the call to the function always segfault.


Note that this section of code is a workaround, which may be fixed in the SDL notaz version, i am not sure.


Anyway, i removed the SDL_*Cursor* calls, an got a ScummVM 1.4.1 running on my Pandora, but i then i noticed some strange display artifacts (ie bottom of screen is not refreshed, mainly).


I will investigate further.
 
Does anybody want to kick the tires of http://djwillis.open...it-24-07-12.pnd for me?


I would appreciate it if people don't link to it all over the place or copy it anywhere as it is just a simple test compile and I just want a few people to give it a test.


It's just a build from the GIT head with some fixes I have been meaning to do :eek: and should also form the basis for a 1.5.* release soon if it works well.


John
 
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Thanks! I'll give it a whirl with a few games


Edit:


A quick test with Curse of Monkey Island and Full Throttle seem to run fine - cutscenese, load and save etc.

Thanks for that. There are a few screen size tweaks I may do but after doing a little testing of my own I am fairly happy with it.


If anybody wants to test more exotic games that would be great. Otherwise, expect this to surface as an official 1.5.* release shortly.


John
 
I'll download this and give it a go, don't think I've any games that'd really be too exotic, but any updates for this software are always greatly appreciated!! :) (thanks for the hard work)
 
Any particular games we should look at? If I've got it, I'll test it for you?


Thanks
 
Just tried Blue Force and it works flawlessly - thanks for your work on this.
 
Does anybody want to kick the tires of http://djwillis.open...it-24-07-12.pnd for me?


I would appreciate it if people don't link to it all over the place or copy it anywhere as it is just a simple test compile and I just want a few people to give it a test.


It's just a build from the GIT head with some fixes I have been meaning to do :eek: and should also form the basis for a 1.5.* release soon if it works well.


John

I will try it tonight with "Lure of the Temptress" if it's what you call "exotic", does the touchscreen issues are working better ? I had in this game the "click in the wrong point" problem...
 
I will try it tonight with "Lure of the Temptress" if it's what you call "exotic", does the touchscreen issues are working better ? I had in this game the "click in the wrong point" problem...

I can try Lure tonight but the TS code has been tweaked and the hidden cursor hack reinstated so touchscreen should be pretty spot on and not drift when you go outside the screen boundary.


John
 
I will try it tonight with "Lure of the Temptress" if it's what you call "exotic", does the touchscreen issues are working better ? I had in this game the "click in the wrong point" problem...

I can try Lure tonight but the TS code has been tweaked and the hidden cursor hack reinstated so touchscreen should be pretty spot on and not drift when you go outside the screen boundary.


John

My problem wasn't related to screen boundary, I think, it was like the "click" was made in the last cursor position before move it to the new position...


For example, if the cursor is over a ball, and you click (on the touchscreen) over a table, you get the "It's a ball" phrase... even if the cursor it's correctly over the table


I had the same problem even in "Beneath a Steel Sky" and the only solution was to use the touch in "hovering-mode" and use the buttons to click... but it's so uncomfortable...
 
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