First: @anotherguest: thank you again for your good work and time! You are just awesome
* The green ScummVM logo is all black.
* In the menu (game and general) the menu point "Audio" is mixed up with some new options.
* Within ITE (CD): cut scenes, intro and conversations are still NOT interruptible and the "*" key - which was working to get (during the game) into the menu in the last build - is now working somehow like a "turbo" with a "fps" display in the upper right corner?? This is quit funny and for sure rather useful but I don't know what this options should be and how I should be able to enter the menu with a key? This behavior seems not to be in BASS, DOTT or some other games.
* BASS (CD): intro is interruptible but I'm still not able to enter the menu.
* DOTT (CD): first I thought this title isn't running at all but after waiting for a while with a black screen, the game is running and working as well - but intro, cut scenes and conversations are NOT interruptible (as they always where before).
* Save Games work all fine (old and new).
* 0+1 is working fine and I can now play AGI games as far as I have tested them by now.
to all: tested all available keys on my phone and although tested with all available options are mapped to a defined key.
So pleas keep up the good work and hope this first review can help make things better
With kind regards,
Brian
Feedback/Bugreport for newest S3 build (11.03.2007) on N73
Moderator: ScummVM Team
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
I have been messing around with a SVG icon, but really hard to get the Scummvm official SVG icon working properly with S60v3. I guess its just to advanced svg.
And please try to remap keys in options to see if it changes anythingg.
Bass .. right click in the top.. for menu..
Try 'C' = Escape to cut scnenes short..
Thanks for testing... and Mp3 will be working in the next release
And please try to remap keys in options to see if it changes anythingg.
Bass .. right click in the top.. for menu..
Try 'C' = Escape to cut scnenes short..
Thanks for testing... and Mp3 will be working in the next release
Unfortunately I have not so much time for excessive tests, if I had time, I would love to do it!
I have experimented a bit around with the key mappings and if I map the "c" key to a function, it first recognizes the key as "escape" but if I re-click on the function it displays "delete". Don't know if the non-functionality has anything to do with it cause I saw the same key behavior on the previous build but it might tell you anything.
After your recommendation I tested again the "c" Key function. I found out that the key do has some effect within the games. For example: in BASS it cuts the intro, in DOTT it cuts the Lucas Arts Logo - but (as far as I can see) nothing else.
In ITE I can cut through conversations with a right click witch will end the current spoken sentence.
I although tested your recommendation to enter the menu of BASS but at least with my phone BASS/ScummVM combination, this wouldn't work.
If you have some other recommendations for me I will for sure try them as good as I can...
At last a question just for better understanding:
The "Turbo/FPS counter" thing I told about in ITE, what is this?
Oh, and (hopefully) working MP3 support in the next build!??
I will eagerly looking forward for that one!
I have experimented a bit around with the key mappings and if I map the "c" key to a function, it first recognizes the key as "escape" but if I re-click on the function it displays "delete". Don't know if the non-functionality has anything to do with it cause I saw the same key behavior on the previous build but it might tell you anything.
After your recommendation I tested again the "c" Key function. I found out that the key do has some effect within the games. For example: in BASS it cuts the intro, in DOTT it cuts the Lucas Arts Logo - but (as far as I can see) nothing else.
In ITE I can cut through conversations with a right click witch will end the current spoken sentence.
I although tested your recommendation to enter the menu of BASS but at least with my phone BASS/ScummVM combination, this wouldn't work.
If you have some other recommendations for me I will for sure try them as good as I can...
At last a question just for better understanding:
The "Turbo/FPS counter" thing I told about in ITE, what is this?
Oh, and (hopefully) working MP3 support in the next build!??
I will eagerly looking forward for that one!
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
'C' button is delete in multitap mode, escape otherwise.
Not sure what the fps counter is, I have changed the keymappins abit, to support newer games (from CE settings).. but the only thing that come to mind is the key for menu has changed. But you can always tap the disc instead. I will change the mapping if needed.
Upd:
Yes.. save game mapping has changed from F1 to F5. Try F1 in the SVN build and you will get FPS there too.
Not sure what the fps counter is, I have changed the keymappins abit, to support newer games (from CE settings).. but the only thing that come to mind is the key for menu has changed. But you can always tap the disc instead. I will change the mapping if needed.
Upd:
Yes.. save game mapping has changed from F1 to F5. Try F1 in the SVN build and you will get FPS there too.
Yes, in multitap mode 'C' button is delete... does it work properly in "normal" mode? I honestly don't know.
I have read through the board and looked at the key mapping in the scummvm.ini on my phone.
Could you please tell me something about your handling of this "action mapping" part? Because I don't think that you use the same assignment as in other ports (there are only 14 entries instead of 19 and the order don't look like the described one on SirDave's PocketScumm Manual - even if this one is not for SymbianOS) and the first entries are all "empty" (set to zero). Do you have your own handling for that keys so that any change within the key scan codes wouldn't change anything?
If you can tell me something about your handling of this, I will try to test a bit around in this part. As far as I can see, the key scan codes to the N73 are the same as on a PC (ASCII), so the numbers I mapped are all 0x3x and "skip" is mapped to 0x7f what should be escape...
And if the mapping has changed, have I any possibility to change the mapping with the current build - for example by changing the scan codes within the scummvm.ini?
I have read through the board and looked at the key mapping in the scummvm.ini on my phone.
Could you please tell me something about your handling of this "action mapping" part? Because I don't think that you use the same assignment as in other ports (there are only 14 entries instead of 19 and the order don't look like the described one on SirDave's PocketScumm Manual - even if this one is not for SymbianOS) and the first entries are all "empty" (set to zero). Do you have your own handling for that keys so that any change within the key scan codes wouldn't change anything?
If you can tell me something about your handling of this, I will try to test a bit around in this part. As far as I can see, the key scan codes to the N73 are the same as on a PC (ASCII), so the numbers I mapped are all 0x3x and "skip" is mapped to 0x7f what should be escape...
I'm not sure If I'm understanding what you mean. So on the PC version F1 is although a "FPS counter"? And if so, why is the SymbianOS version much faster by activating this feature? (If this is a bug, consider to DON'T change this )Upd:
Yes.. save game mapping has changed from F1 to F5. Try F1 in the SVN build and you will get FPS there too.
And if the mapping has changed, have I any possibility to change the mapping with the current build - for example by changing the scan codes within the scummvm.ini?
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- ScummVM Porter
- Posts: 1423
- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
Symbian OS has its own action mappings.
These are the current ones.
"Up",
"Down",
"Left",
"Right",
"Left Click",
"Right Click",
"Save",
"Skip",
"Zone",
"FT Cheat",
"Swap character",
"Skip text",
"Pause",
"Quit"
So you can assign each of these another button in the Options->Paths->Keys dialog.
For ITE i'm using F1 as save key for the Save mapping. Regardless of which key you choose. So that will be fixed in the next build. I guess timers are off i ITE when you press F1.
So the action mapping is done in code, but the key you press for a certain action can be done in keys. Since different games use different keys for the same action, the ending key is selected depending on which game you select. So Save becomes ESC for AGI games for example.
Yes numbers are mapped 0-9 but softkeys and 'c' are mapped to keys which I think is suitable for a large varity of games in the SDL backend. Also in the SDL backend you can create your own sdl mapping, which can be configured for any kind of SDL game you run. So one mapping for Duke3d and another for Scummvm. .But not different for different Scumm games, since this is done in SDL not in ScummVM.
Actually most of my modifications is done in the SDL backend, not touching the ScummVM code at all. As I noticed that AGI games required a better way of input, I changed that, also using keys like 'C' and Pen which was n't used at all before. Pen key is not acting as Shift up and down in multitap.. and as .. guess what. SHIFT key in the other modes.
So if you hold pen key in the main menu you see you get a multi add games option, which can scan your whole memorycard (E : ) for all the games that is present there. Very nifty feature indeed.
Any proposals for other actions which should be mappable would be appriciated.
These are the current ones.
"Up",
"Down",
"Left",
"Right",
"Left Click",
"Right Click",
"Save",
"Skip",
"Zone",
"FT Cheat",
"Swap character",
"Skip text",
"Pause",
"Quit"
So you can assign each of these another button in the Options->Paths->Keys dialog.
For ITE i'm using F1 as save key for the Save mapping. Regardless of which key you choose. So that will be fixed in the next build. I guess timers are off i ITE when you press F1.
So the action mapping is done in code, but the key you press for a certain action can be done in keys. Since different games use different keys for the same action, the ending key is selected depending on which game you select. So Save becomes ESC for AGI games for example.
Yes numbers are mapped 0-9 but softkeys and 'c' are mapped to keys which I think is suitable for a large varity of games in the SDL backend. Also in the SDL backend you can create your own sdl mapping, which can be configured for any kind of SDL game you run. So one mapping for Duke3d and another for Scummvm. .But not different for different Scumm games, since this is done in SDL not in ScummVM.
Actually most of my modifications is done in the SDL backend, not touching the ScummVM code at all. As I noticed that AGI games required a better way of input, I changed that, also using keys like 'C' and Pen which was n't used at all before. Pen key is not acting as Shift up and down in multitap.. and as .. guess what. SHIFT key in the other modes.
So if you hold pen key in the main menu you see you get a multi add games option, which can scan your whole memorycard (E : ) for all the games that is present there. Very nifty feature indeed.
Any proposals for other actions which should be mappable would be appriciated.
Yes, I know that, but I wondered how you manage this internal because the direction keys (per default mapped to the N73 stick) and the left click/right click buttons are not mapped to a real number (in scummvm.ini to 0000) and that let me guess that you manage this inputs with your SDL backend, independent from what key I will define.Anotherguest wrote:Symbian OS has its own action mappings.
These are the current ones.
"Up",
"Down",
"Left",
"Right",
"Left Click",
"Right Click",
"Save",
"Skip",
"Zone",
"FT Cheat",
"Swap character",
"Skip text",
"Pause",
"Quit"
So you can assign each of these another button in the Options->Paths->Keys dialog.
And I asked the question because I hoped, I may could map "manually" other keys to a function as it is possible within ScummVM. However, if I understand your explanation right, all possible key mappings can be done within ScummVM?
That should explain the "turbo" I named it.Anotherguest wrote:For ITE i'm using F1 as save key for the Save mapping. Regardless of which key you choose. So that will be fixed in the next build. I guess timers are off i ITE when you press F1.
Quite nice option, like the option in the "original" ScummVM to fasten up the handling by pressing a specified button (will disable or shorten timers too?). I would love it, if you add such a option to the engine!
To act against such internal key mapping faults may it be possible to write this "internal mapping" in an external file? So that a "user bugfix" will be possible? And why does my ITE isn't interruptible than? I humbly reveal that I don't now the actual key to do that in the PC version, but I think, as you already said, it should be escape?Anotherguest wrote:So the action mapping is done in code, but the key you press for a certain action can be done in keys. Since different games use different keys for the same action, the ending key is selected depending on which game you select. So Save becomes ESC for AGI games for example.
As I have already mentioned in another post, I'm still getting more interested in being more usefully involved with the procedure of getting ScummVM to work as a great SymbianOS build. So - very serious again - as I have no intentions to just continuing to annoy you with my nagging questions and so getting you from using your precious time to make things better, I ask you if I can do anything more useful to contribute to the SymbianOS port?Anotherguest wrote:Actually most of my modifications is done in the SDL backend, not touching the ScummVM code at all. As I noticed that AGI games required a better way of input, I changed that, also using keys like 'C' and Pen which was n't used at all before. Pen key is not acting as Shift up and down in multitap.. and as .. guess what. SHIFT key in the other modes.
Anotherguest wrote:So if you hold pen key in the main menu you see you get a multi add games option, which can scan your whole memorycard (E : ) for all the games that is present there. Very nifty feature indeed.
I'm pretty amazed! Till now I didn't know anything about this VERY USEFUL function, thank you for pointing that out!!
I will think about that!! And as I mentioned before, this "disable timer" thing should be mappable!Anotherguest wrote:Any proposals for other actions which should be mappable would be appriciated.
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- ScummVM Porter
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- Joined: Sun Oct 30, 2005 2:27 pm
- Location: Malmoe, Sweden
And disable timer.. is like only working in ITE, not sure how many different games ScummVM supports right now, but there are lots of engines, and each engine is working a little bit differently. So making an universal disable timer would be very hard I guess.
The stick.. depends on the input mode. There are three input modes.. joystick, multitap and cursor. Scummvm is supporting joystick as a mouse replacement, with acc. so thats what I'm using. During joystickmode, left and right softkeys are been mapped to joystick button one two and three (in scummvm terms that is left and right mouse buttons).. in cursor key mode, you get enter and space on the left and right, which also can be used for skipping.
So you have to alternate between joystick, cursor and multitap depending on the game you are playing. You could if you wish, enter cursor mode and remap all events (left right etc).. in the keys menu. Those are unmapped right now.. Also cursor mode enables list navigation.
So thats up to the end user.
External mapping, yep that would be a possibility, but generally that would be done on a scummvm general level, as it would also be benefitial for other mobile platforms.
Today wince and symbian is sharing some of the action code, but just some, and I guess it should be available for usage on Gp2x, Psp also, but they are not using that code as far as I know.
And its just a matter of time of course. Every little thing takes time to get right.
Right now the biggest thing should be to ensure that all games are playable to the end without any crashes. And thats possible with the current key config I think.
The stick.. depends on the input mode. There are three input modes.. joystick, multitap and cursor. Scummvm is supporting joystick as a mouse replacement, with acc. so thats what I'm using. During joystickmode, left and right softkeys are been mapped to joystick button one two and three (in scummvm terms that is left and right mouse buttons).. in cursor key mode, you get enter and space on the left and right, which also can be used for skipping.
So you have to alternate between joystick, cursor and multitap depending on the game you are playing. You could if you wish, enter cursor mode and remap all events (left right etc).. in the keys menu. Those are unmapped right now.. Also cursor mode enables list navigation.
So thats up to the end user.
External mapping, yep that would be a possibility, but generally that would be done on a scummvm general level, as it would also be benefitial for other mobile platforms.
Today wince and symbian is sharing some of the action code, but just some, and I guess it should be available for usage on Gp2x, Psp also, but they are not using that code as far as I know.
And its just a matter of time of course. Every little thing takes time to get right.
Right now the biggest thing should be to ensure that all games are playable to the end without any crashes. And thats possible with the current key config I think.
Thank you for the detailed informations about that. I think that helped at least myself to better understand the background for the key/button handling.
And concerning the timer thing, I understand that this isn't as easy as it sounds in the first place, but thank you for at least adding this feature in your newest build after all!
And yes indeed, being able to play the games to their end is much more important than adding some (nice) gadgets. So just keep up the good work!
And concerning the timer thing, I understand that this isn't as easy as it sounds in the first place, but thank you for at least adding this feature in your newest build after all!
So should I ask about such a thing in the general discussion Forum again?Anotherguest wrote:External mapping, yep that would be a possibility, but generally that would be done on a scummvm general level, as it would also be benefitial for other mobile platforms.
Yes, of course, time is one of the most precious things!Anotherguest wrote:And its just a matter of time of course. Every little thing takes time to get right.
Right now the biggest thing should be to ensure that all games are playable to the end without any crashes. And thats possible with the current key config I think.
And yes indeed, being able to play the games to their end is much more important than adding some (nice) gadgets. So just keep up the good work!