Latest build with AGI support
Moderator: ScummVM Team
Latest build with AGI support
I've downloaded the windows build and am thrilled with the AGI support.
Now I'd rather play the oldskool AGI games on my PSP, but I cant build the PSP version myself.
Is it possible for someone to build the latest psp version with AGI support? *falls to knees and begins chanting*
Thanks in advance!
Now I'd rather play the oldskool AGI games on my PSP, but I cant build the PSP version myself.
Is it possible for someone to build the latest psp version with AGI support? *falls to knees and begins chanting*
Thanks in advance!
I tried compiling it, but got the following error:
In the meantime, try using GBAGI on VBA for the PSP. Kludgy way, but at least it'll support the dictionary input rather than using an on-screen keyboard.
Incidentally, I don't know who's working on this, but I've dealt with the sources of GBAGI, so I should be able to help with this engine.
Code: Select all
/usr/local/pspdev/psp/lib/libc.a(setsockopt.o): In function `getsockopt':
../../../../../../newlib/libc/sys/psp/socket.c:167: undefined reference to `sceNetInetGetsockopt'
../../../../../../newlib/libc/sys/psp/socket.c:170: undefined reference to `sceNetInetGetErrno'
/usr/local/pspdev/psp/lib/libc.a(setsockopt.o): In function `setsockopt':
../../../../../../newlib/libc/sys/psp/socket.c:293: undefined reference to `sceNetInetSetsockopt'
../../../../../../newlib/libc/sys/psp/socket.c:296: undefined reference to `sceNetInetGetErrno'
collect2: ld returned 1 exit status
Incidentally, I don't know who's working on this, but I've dealt with the sources of GBAGI, so I should be able to help with this engine.
I wouldn't recommend trying to play AGI games with ScummVM on PSP until a better input mechanism (like GBAGI's) is implemented.
However, if you absolutely insist on trying; the build in this thread should have AGI enabled: http://forums.scummvm.org/viewtopic.php?t=1559
However, if you absolutely insist on trying; the build in this thread should have AGI enabled: http://forums.scummvm.org/viewtopic.php?t=1559
rZr: If you use the right settings for PSPVBA it seems ok, but it is only running at 10fps.
I quickly ran SQ: TLC with the following settings:
Sound enable: yes
Skip frame: 0
Turbo mode: 0
Show fps: yes
Render mode: fit
Screen Ymin: 0
Screen Ymax: 160
Disable SFX: no
Swap Analog/Cursor: no
Clock fequency: 333
ARM tick average: 8
NB, I would like to recompile GBAGI for my GBA Micro & GBAMP (using Chism's FAT driver), but they way it's coded means that everything has to be in memory / flash. I'd have to page stuff in and out and use some mem management techniques...
Anyhow, it'll probably just be as easy to make the changes to ScummVM's Sarien based code, and add the dictionary based input.
Besides it'd be nice to be able to run it on my Smartphone or WinCE PDA, Xbox, PS2 or Dreamcast...
joostp: Is anyone already working on this?
I quickly ran SQ: TLC with the following settings:
Sound enable: yes
Skip frame: 0
Turbo mode: 0
Show fps: yes
Render mode: fit
Screen Ymin: 0
Screen Ymax: 160
Disable SFX: no
Swap Analog/Cursor: no
Clock fequency: 333
ARM tick average: 8
NB, I would like to recompile GBAGI for my GBA Micro & GBAMP (using Chism's FAT driver), but they way it's coded means that everything has to be in memory / flash. I'd have to page stuff in and out and use some mem management techniques...
Anyhow, it'll probably just be as easy to make the changes to ScummVM's Sarien based code, and add the dictionary based input.
Besides it'd be nice to be able to run it on my Smartphone or WinCE PDA, Xbox, PS2 or Dreamcast...
joostp: Is anyone already working on this?
Ok joostp. I have started to look at the code and figured out where the getString Command gets its input from. Anyhow, I'm planning on just porting the parse menu system from GBAGI first, and going from there... I'm also going to modify the polEvent function to use the D-pad buttons for keypad movement
Is there any nice way to detect what engine we're using and modify the buttons accordingly? Does another system, i.e. NDS or Pocket PC do this?
What about for particular scenes? i.e. mini beatem-ups?
Is there any nice way to detect what engine we're using and modify the buttons accordingly? Does another system, i.e. NDS or Pocket PC do this?
What about for particular scenes? i.e. mini beatem-ups?
great!
@futaris:
Thanks for contributing! I think i can speak for many of us when I say that I can hardly wait for the next version . Good luck on adding the dictionary.
I am a software engineer at microsoft daughter company and I would like to support - but i've never worked with linux or svn. So contributing to scummvm would be a bit steep learning curve.
Nevertheless, I could take some work out your hands by doing some 'not too involved' coding.
Thanks for contributing! I think i can speak for many of us when I say that I can hardly wait for the next version . Good luck on adding the dictionary.
I am a software engineer at microsoft daughter company and I would like to support - but i've never worked with linux or svn. So contributing to scummvm would be a bit steep learning curve.
Nevertheless, I could take some work out your hands by doing some 'not too involved' coding.
- Vinterstum
- ScummVM Developer
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Re: great!
More coders would definately be welcome .rZr wrote:@futaris:
Thanks for contributing! I think i can speak for many of us when I say that I can hardly wait for the next version . Good luck on adding the dictionary.
I am a software engineer at microsoft daughter company and I would like to support - but i've never worked with linux or svn. So contributing to scummvm would be a bit steep learning curve.
Nevertheless, I could take some work out your hands by doing some 'not too involved' coding.
And you don't have to develop using Linux either. There are devs on the team who use Windows (and Mac OS X, in my case) as their primary ScummVM dev platform, Visual Studio works fine .
Thanks guys... Thankfully agi is a very simple engine.
However, I also need to change the button mappings slightly. For the PSP, I ended up remapping the DPAD to the numpad inputs in SDL. The way the PSP button code is written, you can't walk diagonally, since it polls the keyboard.
When my changes are done, how do I go about pushing them into SVN? Mailing list post of the diff? Or can someone give me write access to SVN trunk respository?
However, I also need to change the button mappings slightly. For the PSP, I ended up remapping the DPAD to the numpad inputs in SDL. The way the PSP button code is written, you can't walk diagonally, since it polls the keyboard.
When my changes are done, how do I go about pushing them into SVN? Mailing list post of the diff? Or can someone give me write access to SVN trunk respository?
Last edited by futaris on Sat Jul 15, 2006 12:18 am, edited 1 time in total.
You should post it to the patch tracker for review and (possibly) inclusion.futaris wrote:When my changes are done, how do I go about pushing them into SVN? Mailing list post of the diff? Or can someone give me write access to SVN trunk respository?