Author Topic: ScummVM 1.6.0  (Read 21632 times)

TimeDevouncer

  • Posts: 231
Re: ScummVM 1.6.0
« Reply #20 on: November 30, 2013, 09:27:25 am »
I've finished the Monkey Island 3, has been a great experience to remember this game in my Zero :-*.
Look behind you! A three-headed monkey!

Vato

  • Posts: 72
Re: ScummVM 1.6.0
« Reply #21 on: November 30, 2013, 02:22:59 pm »
boelze, i had the stutter problem with Day of the Tentacle. Easiest solution is to disable the music in the settings, but it kinda sucks without the b/g music.

the better solution is to grab the 1.6.0 scummvm tools and convert the monster.sou sound file to flac or ogg vorbis
both monster.sof and monster.sog will work with the scummvm audio set to fluidsynth.
« Last Edit: November 30, 2013, 02:25:40 pm by Vato »

boelze

  • Posts: 42
Re: ScummVM 1.6.0
« Reply #22 on: November 30, 2013, 04:16:43 pm »
boelze, i had the stutter problem with Day of the Tentacle. Easiest solution is to disable the music in the settings, but it kinda sucks without the b/g music.

the better solution is to grab the 1.6.0 scummvm tools and convert the monster.sou sound file to flac or ogg vorbis
both monster.sof and monster.sog will work with the scummvm audio set to fluidsynth.

Thanks for the advice, unfortunately I was already using the ogg version for the video with no difference at all  :(

After playing around with the settings I found out that raising the sample rate to 44kHz and selecting IBM PCjr as audio emuator works just fine. All sound issues gone, so I can happily play now :)
I would still like to know how to get Timidity to work though.

Vato

  • Posts: 72
Re: ScummVM 1.6.0
« Reply #23 on: November 30, 2013, 10:13:00 pm »
Thanks for the advice, unfortunately I was already using the ogg version for the video with no difference at all  :(

After playing around with the settings I found out that raising the sample rate to 44kHz and selecting IBM PCjr as audio emuator works just fine. All sound issues gone, so I can happily play now :)
I would still like to know how to get Timidity to work though.

Good you got it worked out =) I will definitely try those settings out, too.
After converting my DotT audio to flac, I havent had any problems so far, except there is one cut-scene that stutters quite badly.

robnmish

  • Posts: 7
Re: ScummVM 1.6.0
« Reply #24 on: December 01, 2013, 02:49:06 am »
Probably a stupid question but how do i shift to mass adding of games?

surfi80

  • Posts: 252
Re: ScummVM 1.6.0
« Reply #25 on: April 08, 2014, 07:03:01 am »
there will be a future update of this emulator? (It's amazing how well it works)
play with the best? die like the rest!

http://www.elotrolado.net/wiki/PS_VITA_Usuarios_EoL

Gab1975

  • Posts: 1165
Re: ScummVM 1.6.0
« Reply #26 on: May 08, 2014, 12:54:31 pm »
The ScummVM seems to have an "issue" with the latest firmware... if I select FluidSynth or TiMidity as audio device, the emulator crashes (when I try to load a game), instead if I select PC speaker emulator, Adlib emulator or "no sound" all works fine...
maybe with the new firmware the paths for the "wavetables" are changed, so when the FluidSynth and TiMidity are initialized the software crashes...

pcercuei (OP)

  • Posts: 1676
    • My devblog
Re: ScummVM 1.6.0
« Reply #27 on: May 08, 2014, 12:58:45 pm »
It still works here with the same old OPK. Maybe remove your ~/.scummvmrc (it won't remove the savestates) and add your games again.

Gab1975

  • Posts: 1165
Re: ScummVM 1.6.0
« Reply #28 on: May 08, 2014, 08:23:03 pm »
It still works here with the same old OPK. Maybe remove your ~/.scummvmrc (it won't remove the savestates) and add your games again.

I removed the .scummvmrc config file, but it's the same thing. I tried also to remove the $home/.scummvm folder and scummvm.opk, nothing has changed.
Maybe it could be that the SoundFont path is wrong and this causes the crash of the emulator (when the audio device selected is FluidSynth or TiMidity) ... in any case I can continue to use the ScummVM with the Adlib emulation! :)

Gab1975

  • Posts: 1165
Re: ScummVM 1.6.0
« Reply #29 on: May 08, 2014, 10:43:19 pm »
I verified, the problem was the "wrong Soundfont path"... I downloaded a freeware .sf2 soundfont, I uploaded it in a folder of the GCW0 internal memory, I updated the SoundFont path in the ScummVM configuration... and now the FluidSynth works well (the quality is very high, but the "counterindication" is that it's also very heavy to elaborate, therefore sometimes the sound is affected by slowdowns and distorsions)

pcercuei (OP)

  • Posts: 1676
    • My devblog
Re: ScummVM 1.6.0
« Reply #30 on: May 10, 2014, 05:13:44 pm »
There is a soundfont included in the OPK. If you get slowdowns, try to disable chorus/reverb in the options for fluidsynth.

Atlantis_Risen

  • Posts: 535
Re: ScummVM 1.6.0
« Reply #31 on: May 10, 2014, 05:50:07 pm »
It still works here with the same old OPK. Maybe remove your ~/.scummvmrc (it won't remove the savestates) and add your games again.

I tried this and scumm still crashes when I try to load a game...  :(

Gab1975

  • Posts: 1165
Re: ScummVM 1.6.0
« Reply #32 on: May 10, 2014, 06:09:25 pm »
There is a soundfont included in the OPK. If you get slowdowns, try to disable chorus/reverb in the options for fluidsynth.

In my GCW Zero, with the new firmware, the soundfont included in the OPK isn't recognised anymore (I think the problem is with the pre-set path of the soundfont folder), so I solved utilizing an external soundfont!

Yes, disabling chorus/reverb effects, the Fluidsynth management is more light! :)

Gab1975

  • Posts: 1165
Re: ScummVM 1.6.0
« Reply #33 on: May 10, 2014, 06:18:06 pm »
I tried this and scumm still crashes when I try to load a game...  :(

Did you try to select the Adlib emulator or the PC speaker emulator as sound device? If in this way the games are loaded correctly, probably the problem is with the soundfont... you need to download an external soundfont (*.sf2) and use it instead of the "internal" soundfont (I solved in this way).

pcercuei (OP)

  • Posts: 1676
    • My devblog
Re: ScummVM 1.6.0
« Reply #34 on: May 10, 2014, 06:33:41 pm »
You can still select the internal sound font. It is located in /mnt/ScummVM/GeneralUser.sf2

Gab1975

  • Posts: 1165
Re: ScummVM 1.6.0
« Reply #35 on: May 10, 2014, 06:56:56 pm »
You can still select the internal sound font. It is located in /mnt/ScummVM/GeneralUser.sf2

You're right! :) The correct soundfont path is already set in the options, but for a correct working I had to delete the path in the options and re-set it (obviously with the same)...

Atlantis_Risen

  • Posts: 535
Re: ScummVM 1.6.0
« Reply #36 on: May 11, 2014, 02:14:23 am »
I tried this and scumm still crashes when I try to load a game...  :(

Did you try to select the Adlib emulator or the PC speaker emulator as sound device? If in this way the games are loaded correctly, probably the problem is with the soundfont... you need to download an external soundfont (*.sf2) and use it instead of the "internal" soundfont (I solved in this way).

Selecting Adlib emulator worked...thanks!  Is there any downside to using this setting?

Gab1975

  • Posts: 1165
Re: ScummVM 1.6.0
« Reply #37 on: May 11, 2014, 02:47:27 am »
Selecting Adlib emulator worked...thanks!  Is there any downside to using this setting?

Adlib emu uses an FM synthesis instead of a Wavetable synthesis (FluidSynth)... cons is a worse sound quality, pro is a lower CPU usage...
in any case you can re-instate the FluidSynth easily: go to the option menu, select the MIDI sub-menu, select SoundFont option, browse in the path "/mnt/ScummVM/" and choose GeneralUser.sf2 ...

PS: to unload the FluidSynth management I suggest you to disable chorus/reverb and interpolation (these options are in the "FluidSynth Settings", in the MIDI sub-menu)
« Last Edit: May 11, 2014, 04:21:10 am by Gab1975 »

TimeDevouncer

  • Posts: 231
Re: ScummVM 1.6.0
« Reply #38 on: June 24, 2014, 11:58:53 am »
Version 1.7 is almost ready, will we have port ;D?

I have a problem with Lands of Lore (crash with spanish fan-translated and in Windows Scumm runs well) and Monkey Island 2 (A song keeps ringing even when it should not).

I'm hopeful that with the 1.7 this games works well :P (and the new games of course: Return to Ringworld,
The Neverhood, Chivalry Is Not Dead, Mortville Manor and Voyeur)
Look behind you! A three-headed monkey!

gustavolatil

  • Posts: 131
Re: ScummVM 1.6.0
« Reply #39 on: June 26, 2014, 06:21:28 am »
my bad, delete this post!
« Last Edit: June 26, 2014, 06:27:10 am by gustavolatil »

 

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