So it was based on the latest version... My mistake
No worries. We?ve been pretty busy. It took a bit of work but the ScummVM compile is a fat binary that works on both RetroFW and the RG350. Which is good because my experience with the official GCW0 compile is that it would crash the moment you tried to run anything.
I really need to see your commit for your fix because this is again a strange issue. I really hate those.
All the code is available in my repo:https://github.com/jbanes/scummvm
The available engines are listed on the release page:https://github.com/jbanes/scummvm/releases
I agree it was a weird one. Whoever wrote the original video driver for Dingux back in the day was trying to adapt to stretched screens and accidentally made a mess of things. The coordinate system made no sense. One of the key things I had to do is force ScummVM to start at 240 lines instead of 200. That made some of the math work better. I?d love to completely rewrite the module at some point if I can ever figure out everything it?s trying to do.
You should upstream it you can as that would make it easier to compile builds with the latest changes. I did so for the GCW0 fix so you should have not trouble getting them accepted.
That?s good to know. It?s been on my list to get the code back upstream so we can go back to using official compiles. There are two key items on my list I wanted to look into before it send it upstream:
1. An issue with the ScummVM pointer staying visible over top of the game?s pointer. This only affects a few games like Gabriel Knight, so it?s not the end of the world. Just wish I knew why it was doing that.
2. Games that use high color (i.e. greater than 256 colors) are locked out. This means that you can play original Myst, but not the Masterpiece Edition. FM Towns versions are also locked out, which sucks because a lot of GOG releases are the Towns version. I suspect it?s just a setting in configure or an available video mode that needs to be added.
In my experience (apart from high res games which got fixed), i had little issues with games. Some games though (particulary my fork which is now too old) have glitches and so on. Which is why the fix should be merged as to rule out any issues with scummvm itself.
Yeah, ScummVM works surprisingly well. It really just comes down to giving it all the dependencies it wants and it?s happy. I?ve been shocked at how many engines are online. ToonStruck, Shivers, Phantasmagoria, Escape from Monkey Island, etc.
Most of the engines remaining are actually experimental implementations that I?d have to force enable support for. Stuff like Star Trek TOS games and Starship Titanic. I think I can live without those for now.