Author Topic: ScummVM 1.0-chaoticbob-cax for Dingux  (Read 3908 times)

borus (OP)

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ScummVM 1.0-chaoticbob-cax for Dingux
« on: February 19, 2010, 08:23:02 am »
ScummVM as it was meant to be
=============================

Thanks to ChaoticBob, till now we had this great ScummVM port for Dingux,
named "version 0.21" and built using the (now historic) 0.14.0svn sources.

I decided to improve it in a number of ways - look at the list of my changes to it:

1) Though for some unknown reason ScummVM is distributed as a single binary file
in varoious packs (e.g. in the infamous "local" pack), while the original ScummVM
has some additional files:
- engine-data directory, containing support files for various engines/games
- pred.dic file - required for in-game virtual T9 keyboard support in such Sierra games as Larry
- vkeybd_default.zip - required for all-purpose virtual keyboard
- scummmodern.zip - default ScummVM theme (skin)

So I've added these files to the package.

2) In fact, just adding vkeybd_default.zip is not enough - you need to map a key to activate
the virtual keyboard, and compile the sources configured with --enable-vkeybd option.
I patched the dingoo.cpp code to use R button for that.

3) Even with T9 keyboard sometimes you have to move cursor too much.
To help this somehow you may use L button (as you remember, it's mapped to 0 so it will produce space character in T9)
and X button I remapped to Enter - use it to finish typing, confirm state saving in Larry, etc.

4) Since 0.14.0svn ScummVM already advanced to version 1.0.0.
This binary is built from v1.0.0 sources after applying ChaoticBob's changes.

Here is the list of patched/added files:

Patched:
========
configure
base\internal_version.h
backends\platform\sdl\events.cpp
backends\platform\sdl\graphics.cpp
backends\platform\sdl\sdl.cpp
backends\platform\sdl\sdl.h
gui\dialog.cpp

Added:
======
README.A320
backends\platform\dingoo\dingoo.cpp
backends\platform\dingoo\dingoo.h
backends\platform\dingoo\module.mk

If one day somebody will decide to make Dingux port official, he will have to
either get rid of patches, or make them accepted by ScummVM project.

5) I statically compiled all existing ScummVM engines, with optimizations.
The resulting binary is stripped, so it is not that large - 12M
(it was 10M without additional engines, and it's much smaller than unstripped 37M in local-0.32 pack).
The full configuration command line is:

./configure --host=dingoo --enable-vkeybd --enable-all-engines --enable-release


You can download ScummVM 1.0-chaoticbob-cax from my site http://cax.nm.ru

Enjoy !
« Last Edit: February 19, 2010, 08:24:44 am by borus »

conso

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Re: ScummVM 1.0-chaoticbob-cax for Dingux
« Reply #1 on: February 19, 2010, 08:43:15 am »
great release! I can finally save and exit the german version of Simon the Sorcerer!

BTW: what are those additional engines?

evilronald

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Re: ScummVM 1.0-chaoticbob-cax for Dingux
« Reply #2 on: February 19, 2010, 11:43:14 am »
Great release ;D, though my sound still jumps a little *not that noticable* in some games where i had to convert the sound, ie monkey island wav to mp3...does anyone know if theres an ideal setting for converting wav to mp3 on the dingoo using audicity or something?, there are specific settings for sound conversion on the DS etc, so if anyone has converted wav to mp3 on dingoo perfectly for scumm let me know, but like i say its no big deal and its not that noticable, would just be nice to do it proper  :P

borus (OP)

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Re: ScummVM 1.0-chaoticbob-cax for Dingux
« Reply #3 on: February 19, 2010, 01:15:38 pm »
in some games where i had to convert the sound, ie monkey island wav to mp3...does anyone know if theres an ideal setting for converting wav to mp3 on the dingoo using audicity or something?, there are specific settings for sound conversion on the DS etc, so if anyone has converted wav to mp3 on dingoo perfectly for scumm let me know, but like i say its no big deal and its not that noticable, would just be nice to do it proper  :P

You maybe will laugh, but after experimenting with WAV, MP3 and various bitrates in Loom, which was almost unplayable, I ended up encoding into FLAC !! And this time it worked flawless.

Pingouin

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Re: ScummVM 1.0-chaoticbob-cax for Dingux
« Reply #4 on: February 19, 2010, 10:25:18 pm »
Thanks borus!  ;D

evilronald

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Re: ScummVM 1.0-chaoticbob-cax for Dingux
« Reply #5 on: February 20, 2010, 01:47:23 pm »
Thanks borus, the sound jumping in loom and monkey island was annoying  ;D

borus (OP)

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Re: ScummVM 1.0-chaoticbob-cax for Dingux
« Reply #6 on: February 20, 2010, 01:57:41 pm »

BTW: what are those additional engines?

In the following list, "Engines Skipped" are the engines that are omitted by default. Now you have them too:

Engines (builtin):
    SCUMM [all games]
    AGI
    AGOS [AGOS 2 games]
    Cinematique evo 1
    Cinematique evo 2
    Drascula: The Vampire Strikes Back
    Gobli*ns
    Groovie
    Legend of Kyrandia
    Lure of the Temptress
    MADE
    Parallaction
    Flight of the Amazon Queen
    SAGA [ITE] [IHNM]
    Beneath a Steel Sky
    Broken Sword 1
    Broken Sword 2
    Tinsel
    Touche: The Adventures of the Fifth Musketeer
    Bud Tucker in Double Trouble

Engines Skipped:
    AGOS [Personal Nightmare]
    Igor: Objective Uikokahonia
    Legend of Kyrandia [Lands of Lore]
    M4/MADS
    SAGA [SAGA 2 games]
    SCI [SCI32 games]


Pingouin

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Re: ScummVM 1.0-chaoticbob-cax for Dingux
« Reply #7 on: March 08, 2010, 11:45:07 pm »
Another icon:

borus (OP)

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Re: ScummVM 1.0-chaoticbob-cax for Dingux
« Reply #8 on: August 26, 2010, 11:25:03 pm »
Today I went to scummvm.org to submit Dingux port I prepared and beautified according to their standards and guess what I found:

Hkz already did that a week ago with his own port that fixes all these crashes, and it soon will become official ScummVM-Dingux - look at this post:
http://boards.dingoonity.org/dingux-releases/scummvm-dingux-will-be-official-soon/

So, chaoticbob's port with my enhancements is going to be history very soon.
In fact, you already may download Hkz's version. It's great.

 

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