ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

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ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby mouse_master » Sun Feb 07, 2016 2:34 am

ScummVM 1.8.0 is set to be released on Feb 26, 2016. I have built, but not yet tested, packages for 68000, 68020-60, and m5475. Main reason I have not tested is because I am on travel, and the earliest I can even try try to test is in 5 or so days. So, built these on my laptop in the hotel.

The various packages are available here:

https://drive.google.com/folderview?id= ... aring#list

Each zip is 11 to 12 megs and contains all of the helper files for the various games.

:megaphone: Caveat for the m5475/Coldfire version. I have no way to test this build, still.......... If this build does not work, I will not troubleshoot it or produce an official release version targeted at the Coldfire CPU for the ScummVM website. If feedback says it does work, I will build an official release with the same tools, but consider it unsupported. :megaphone:

Otherwise, I do plan on building a pure 68000 version, and a 68020-60 version at least for release. ScummVM Tools should also be built/released (unless there are problems with them), tools will only be targeted for 68000, no point in targeting them for the 68020-60 or 5475.

All versions are built with Vincent's last GCC cross compiler released for Cygwin, using his last released MiNTLib package. The SDL library used was the last one released by Patrice in November.

Ogg/Vorbis/Mad(MP3)/Freetype2 support built in. Also, mpeg2 and faad support, but I don't think they do much good, at least on 680x0.

The engine for Broken Sword 2.5 is disabled right now because of the lack of support of setjmp (I think I am remembering this correctly). This is an issue that should be resolved by the ScummVM developers in the future as use of that call is typically forbidden in the ScummVM codebase. Once that happens, additional patches will be required for the code to compile for FreeMiNT due to at least one math call, and maybe more.

Scalers, MT-32 Emulation, and Timidity support are disabled.

Other than the rewritten AGI engine (Early Space Quest, Kings Quest, etc), the new engines have not yet been tested. I am going to see if I have access to some of the new games to try to give them a whirl when I finally get home.

I can't think of much else, too many meetings, brain is fried.....
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby jfl » Sun Feb 07, 2016 10:25 am

Thanks for keeping up with this, Keith. I installed the Coldfire version and ran Broken Sword I and everything seems to be working fine except that it is incredibly slow (like 1 fps). I wasn't expecting this.

Edit: actually, it's the cinematic intro that is slow as hell. The game itself seems to be much faster.
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby DarkLord » Sun Feb 07, 2016 4:49 pm

Anyone have any idea how Scumm would work with a 68030 running at 40mhz? (Pak 68/3 board, 68882 at 40mhz also)

Thanks.
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby mouse_master » Sun Feb 07, 2016 7:01 pm

I'm on a train, so this will be quick.

RE broken sword, is the intro mpeg2 encoding? I do not recall. Was gameplay and sound fluid? I know that title played pretty rough on the ct60

RE pak, my guess is currently it would be a bad experience. Memory needs is probably around 64 megs, and the graphics processing is very cycle heavy. Adlib sound processing is also the same way. I would love to do pl ug ins using ldg, which would help with ram, but audio is a different beast. Could go more indepth, but about to lose connection.
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby jfl » Sun Feb 07, 2016 8:31 pm

mouse_master wrote:RE broken sword, is the intro mpeg2 encoding? I do not recall. Was gameplay and sound fluid? I know that title played pretty rough on the ct60

According to VLC, it's Smacker Video (SMK2). Actually the sprite animation is pretty good, so the gameplay is fine on the Firebee; but as soon as the screen scrolls it all slows to a crawl. But the FireBee video can be horribly slow in those cases so I'm not surprised.

As for the sound, effects and music are OK but I had no luck with the voices. Scummvm complains about some missing files (Scummvm 1.7 Linux has no issue with the same game so I suspect an upper/lower case problem).
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby Eero Tamminen » Sun Feb 07, 2016 10:43 pm

How well ScummVm works with (32Mhz) 030 and how much each game needs memory could be tested with Hatari...

(Hatari's FPU emulation is too fast though, so if game uses a lot of that, it game may seem unrealistically fast.)

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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby mouse_master » Mon Feb 08, 2016 1:24 am

I think the lack of voices is because flac is not linked in, I think the voice files are available as ogg files, not sure it they would playback well.

Smacker video, that is bink video support, i do not have high hopes for that, but i will check it out on my ct60 when i finally get home
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby jfl » Mon Feb 08, 2016 9:11 pm

I was able to fix the missing file issue by renaming SPEECH1.CLF to SPEECH1.CLU in BS1's speech directory (taking a hint from Scummvm's logging). Now each time a voice is supposed to be active, ScummVM outputs "Sound::uncompressSpeech(): DATA tag not found in wave header!". Well, that's progress :D
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby mouse_master » Sun Feb 14, 2016 4:47 pm

That is odd. I get speech on my CT60 with Broken Sword in game. The intro, well, forget it. I get the ogg audio playback, but no video, which I figured would be the case with the loseless video compression.

Right now I am watching my CT60 struggle with the playback of the game Hopkins FBI. It works..... Playable? Not so much.

Anyway, I'll build a Coldfire release once the ScummVM source is tagged for the 1.8.0 release. Official release date (ScummVM Project) has been pushed back 1 week due to testing. And who knows, maybe I will finally get to try it on a Firebee if I receive one finally......
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby vido » Sun Feb 14, 2016 5:39 pm

Thanks Keith for the port of ScummVM!
I tried it on my FireBee and it works, but I tried it only with Gobliiins and Sam&Max as I only have them on my computer.

So you ordered and waiting to your FireBee from new serie?

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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby mouse_master » Sun Feb 14, 2016 7:23 pm

I ordered a Firebee in May of 2010........
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby AtariCrypt » Sun Feb 14, 2016 7:45 pm

I was so interested when I first saw this thread and the 68k build. But then I saw some of the later posts from you guys with super-duper Atari's .. so me and my Mega STe might leave it for now! lol .. Looks like a great project so also my thanks Keith for this ScummVM port
:cheers:
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby mouse_master » Sun Feb 14, 2016 8:58 pm

applecrypt wrote:I was so interested when I first saw this thread and the 68k build. But then I saw some of the later posts from you guys with super-duper Atari's .. so me and my Mega STe might leave it for now! lol .. Looks like a great project so also my thanks Keith for this ScummVM port
:cheers:


One of the main reasons I got into ScummVM was I wanted to see if there was a chance of getting some games onto the good old ST that we missed. Currently, my interest lies with the 'next' batch of Sierra games (Space Quest 4, Quest for Glory 2, etc) that have EGA (320x200x16) PC releases. I just never get enough time to actually do something..... I am sure many people can relate to the problem with having to to work on projects.......
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Re: ScummVM 1.8.0pre for 68k/020-60/5475 for the brave...

Postby leech » Tue Apr 05, 2016 11:17 pm

I was thinking the same thing as applecrypt. From what I've read of the Amiga port of ScummVM, it requires quite a bit of power to run decently. Though I never was able to get USB-> Midi support working for ScummVM on that, I'll have to see if I can get it running on the MiST or something.
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