Author Topic: ScummVM 1.6.0  (Read 21959 times)

pcercuei (OP)

  • Posts: 1689
    • My devblog
ScummVM 1.6.0
« on: September 15, 2013, 12:00:27 am »
Hi there,

As the previous build of ScummVM was not working with the latest firmware upgrade applied, I decided to create a new build of ScummVM, this time based on 1.6.0.

The following engines are supported:
    SCUMM [all games]
    AGI
    AGOS [all games]
    CGE
    Cinematique evo 1
    Magic Composer
    Cinematique evo 2
    Dragon History
    Drascula: The Vampire Strikes Back
    Dreamweb
    Gobli*ns
    Groovie [7th Guest]
    Hopkins FBI
    Hugo Trilogy
    Kyra [all games]
    Lure of the Temptress
    MADE
    Mohawk [Living Books]
    Parallaction
    The Journeyman Project: Pegasus Prime
    Flight of the Amazon Queen
    SAGA [ITE] [IHNM]
    SCI [SCI 0-1.1 games]
    Beneath a Steel Sky
    Broken Sword
    Broken Sword II
    Teen Agent
    Tinsel
    3 Skulls of the Toltecs
    Toonstruck
    Touche: The Adventures of the Fifth Musketeer
    Tony Tough and the Night of Roasted Moths
    TsAGE
    Bud Tucker in Double Trouble

I switched ScummVM from Timidity to Fluidsynth: it may lead to a few issues, as it uses a lot of CPU (although I didn't encounter any); but OH GOD IT SOUNDS AWESOME. Seriously. Try it. If your game does not work well, go to Options -> MIDI -> Fluidsynth settings -> Reverb and uncheck "Active".

Download it here:
https://docs.google.com/file/d/0B9EgGumkJaabOGh0WjN3V3lPWWM/edit

I suggest you delete data/local/home/.scummvmrc first, it may get in the way. It won't affect your progress on games.
« Last Edit: September 15, 2013, 12:15:32 am by pcercuei »

segakiki

  • Posts: 88
Re: ScummVM 1.6.0
« Reply #1 on: September 15, 2013, 01:12:24 am »
WOW!! Fluidsynth sounds awesome!
I still get a little lag/stuttering every now and then, even with reverb unchecked.
Also the analog is no longer working.


Atlantis_Risen

  • Posts: 535
Re: ScummVM 1.6.0
« Reply #2 on: September 15, 2013, 04:12:48 am »
Downloading now.  Thanks pcercuei!

opt2not

  • Posts: 203
Re: ScummVM 1.6.0
« Reply #3 on: September 15, 2013, 08:58:12 am »
Wow, the sound is incredible. I was in the middle of playing Indiana Jones:atlantis, and the sound is like night and day after I updated!  ;D

No analog mouse with me too :(

pcercuei (OP)

  • Posts: 1689
    • My devblog
Re: ScummVM 1.6.0
« Reply #4 on: September 15, 2013, 10:16:51 am »
If it's still choppy after you disable reverb, try to disable chorus. It won't sound as good, but at least it should work. Or you can still revert to use Timidity instead of Fluidsynth.
About the analog mouse, it's independent from ScummVM, so it will be fixed apart.

Atlantis_Risen

  • Posts: 535
Re: ScummVM 1.6.0
« Reply #5 on: September 15, 2013, 05:04:20 pm »
No analog mouse here either.

Atlantis_Risen

  • Posts: 535
Re: ScummVM 1.6.0
« Reply #6 on: September 30, 2013, 06:11:38 pm »
Any chance Mice in Joy will be updated and usable with ScummVM?  I miss it.

Malleus

  • Posts: 67
Re: ScummVM 1.6.0
« Reply #7 on: October 30, 2013, 05:08:32 pm »
Does Eye of the beholder work? or is a new version needed for that?

johnnyonflame

  • Posts: 219
Re: ScummVM 1.6.0
« Reply #8 on: October 31, 2013, 03:45:42 am »
Any chance Mice in Joy will be updated and usable with ScummVM?  I miss it.

There were certain talks about something in this regards- but I'm still waiting for some input. I'll probably end up updating it regardless.

Stay Tuned.

Vato

  • Posts: 75
Re: ScummVM 1.6.0
« Reply #9 on: October 31, 2013, 11:56:14 am »
alxtr1bal posted this (post #27) at the [How To] ScummVM thread.

Adding joystick_num=0 in the /usr/local/home/.scummvmrc config file enables the analog.

Noeatcatfish

  • Posts: 1
Re: ScummVM 1.6.0
« Reply #10 on: November 02, 2013, 09:01:27 pm »
alxtr1bal posted this (post #27) at the [How To] ScummVM thread.

Adding joystick_num=0 in the /usr/local/home/.scummvmrc config file enables the analog.

There was no .scummvmrc file on my gcw, so I created one with nothing by joystick_num=0 in it and now scummvm will not run. Am I doing something wrong?

Vato

  • Posts: 75
Re: ScummVM 1.6.0
« Reply #11 on: November 02, 2013, 09:33:46 pm »
Yeah mine didnt either. i had to manually put it there too.
This is what my .scummvmrc file looks like basically:

Code: [Select]
[scummvm]
fluidsynth_chorus_speed=30
fluidsynth_chorus_depth=80
soundfont=/mnt/scummvm/GeneralUser.sf2
autosave_period=300
mute=false
fullscreen=true
speech_volume=192
native_mt32=false
mt32_device=fluidsynth
midi_gain=100
fluidsynth_reverb_roomsize=20
fluidsynth_chorus_activate=false
talkspeed=60
gfx_mode=1x
music_driver=fluidsynth
subtitles=true
joystick_num=0
fluidsynth_misc_interpolation=linear
fluidsynth_reverb_level=90
versioninfo=1.6.0
fluidsynth_reverb_activate=true
pluginspath=/mnt/scummvm/plugins
fluidsynth_reverb_damping=0
gm_device=fluidsynth
fluidsynth_reverb_width=1
themepath=/mnt/scummvm
sfx_volume=192
fluidsynth_chorus_nr=3
music_volume=192
speech_mute=false
output_rate=44100
lastselectedgame=indy3-fm
browser_lastpath=/media/sdcard/ScummVM
fluidsynth_chorus_waveform=sine
opl_driver=auto
fluidsynth_chorus_level=100
aspect_ratio=false
multi_midi=false
gui_theme=scummmodern
gui_language=C
enable_gs=false

johnnyonflame

  • Posts: 219
Re: ScummVM 1.6.0
« Reply #12 on: November 04, 2013, 01:52:34 am »
I enabled said option on mine, and it did work- but others reported it not to work, hence why I didn't enable by default on my builds, instead just threw mice in joy out there.

TimeDevouncer

  • Posts: 231
Re: ScummVM 1.6.0
« Reply #13 on: November 13, 2013, 05:08:26 pm »
SCUMM are amazing, i try a lot of games and all runs perfectly! ;D...well, not all:

Has anyone gotten it to work the Monkey Island 3 with this version?
Look behind you! A three-headed monkey!

Vato

  • Posts: 75
Re: ScummVM 1.6.0
« Reply #14 on: November 25, 2013, 04:15:18 am »
...Has anyone gotten it to work the Monkey Island 3 with this version?

version 1.6.0 brings some great new game engines, and i am really enjoying the point n clicks.
 
Curse of Monkey Island is working here. i've gotten up to part 2 so far in the game.
here's the required datafiles page for scummvm.
http://wiki.scummvm.org/index.php/Datafiles#Curse_of_Monkey_Island.2C_The


However, when playing Tony Tough i get some odd behavior where Tony will just randomly walk off across the screen and eventually get stuck.

TimeDevouncer

  • Posts: 231
Re: ScummVM 1.6.0
« Reply #15 on: November 25, 2013, 09:24:51 pm »
...Has anyone gotten it to work the Monkey Island 3 with this version?

version 1.6.0 brings some great new game engines, and i am really enjoying the point n clicks.
 
Curse of Monkey Island is working here. i've gotten up to part 2 so far in the game.
here's the required datafiles page for scummvm.
http://wiki.scummvm.org/index.php/Datafiles#Curse_of_Monkey_Island.2C_The


However, when playing Tony Tough i get some odd behavior where Tony will just randomly walk off across the screen and eventually get stuck.

Wow! It works!! Thank you so much :'(
Look behind you! A three-headed monkey!

boelze

  • Posts: 42
Re: ScummVM 1.6.0
« Reply #16 on: November 29, 2013, 01:56:30 am »
Anybody else got some serious sound issues when playing Indiana Jones Fate of Atlantis? Do I have some bad setting? Or maybe a bad rom?

http://youtu.be/WbozacOUrgw
« Last Edit: November 29, 2013, 02:08:10 am by boelze »

pcercuei (OP)

  • Posts: 1689
    • My devblog
Re: ScummVM 1.6.0
« Reply #17 on: November 29, 2013, 02:01:00 am »
ScummVM was configured to use Fluidsynth by default, which is heavy. Try to select Timidity instead of Fluidsynth in the options (Options -> Audio, MIDI, MT-32).

Gab1975

  • Posts: 1165
Re: ScummVM 1.6.0
« Reply #18 on: November 29, 2013, 06:37:50 am »
Anybody else got some serious sound issues when playing Indiana Jones Fate of Atlantis? Do I have some bad setting? Or maybe a bad rom?

http://youtu.be/WbozacOUrgw

Yes, I spotted some "sound disortion" also in other games (like Monkey Island 2: LeChuck's Revenge)... as attested by Pcercuei, the "issue" is connect to the Fluidsynth engine, which is heavy to elaborate and can produce "slowdowns" in the MIDI sound playback!

boelze

  • Posts: 42
Re: ScummVM 1.6.0
« Reply #19 on: November 29, 2013, 03:56:53 pm »
ScummVM cannot load any game when I select Timidity. I guess I will need some additional files?

 

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