ScummVM/Wii SVN builds
Moderator: ScummVM Team
It works ingame.
Now that the virtual keyboard works ingame and can be tested, the bound wiimote buttons can be altered. There's no more need for 0,y,n to be bound to a button.
This is how it's setup now, suggestions for different button setups are welcome ofcourse:
2 : RETURN
- : ESCAPE
+ : "."
Home: F5
Dpad up: LShift
Dpad down: F7 (virtual keyboard)
Dpad left: "y"
Dpad right: "n"
Which keys are useful in the various games? Boxing keys for Indy3 etc.
Now that the virtual keyboard works ingame and can be tested, the bound wiimote buttons can be altered. There's no more need for 0,y,n to be bound to a button.
This is how it's setup now, suggestions for different button setups are welcome ofcourse:
2 : RETURN
- : ESCAPE
+ : "."
Home: F5
Dpad up: LShift
Dpad down: F7 (virtual keyboard)
Dpad left: "y"
Dpad right: "n"
Which keys are useful in the various games? Boxing keys for Indy3 etc.
- MusicallyInspired
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- Location: Manitoba, Canada
- Contact:
- aculotarpa
- Posts: 40
- Joined: Wed May 21, 2008 2:43 pm
- Contact:
scummvm-wii-0.14.0svn_r36022_20090123.rar
Notes:
This is a 0.14.0svn build. No support for experimental features, they are just for testing. If it doesn't work, too bad. They may not get into 0.13 when it is released, but into 0.14.
- Enabled virtual keyboard (dpad down).
- Remapped some buttons (may change again later)
home = GMM (F6 instead of F5)
down = virtual keyboard
left = keypad 3 (untested yet)
right = keypad 9 (untested yet)
- DVD support with DVDX
Let me emphasize again: This is experimental stuff under development. Treat it as such.
This weekend I'm going to experiment some more with the virtual keyboard and keys (for Monkey2 and Indy3). My goal is to be able to box with Indy and use the vkbd for input with Monkey2 etc.
Notes:
This is a 0.14.0svn build. No support for experimental features, they are just for testing. If it doesn't work, too bad. They may not get into 0.13 when it is released, but into 0.14.
- Enabled virtual keyboard (dpad down).
- Remapped some buttons (may change again later)
home = GMM (F6 instead of F5)
down = virtual keyboard
left = keypad 3 (untested yet)
right = keypad 9 (untested yet)
- DVD support with DVDX
Let me emphasize again: This is experimental stuff under development. Treat it as such.
This weekend I'm going to experiment some more with the virtual keyboard and keys (for Monkey2 and Indy3). My goal is to be able to box with Indy and use the vkbd for input with Monkey2 etc.
Last edited by Bossk on Fri Jan 30, 2009 9:37 am, edited 1 time in total.
- Red_Breast
- Posts: 775
- Joined: Tue Sep 30, 2008 10:33 pm
- Location: The Bar Of Gold, Upper Swandam Lane.
When I saw the 0.14 I thought I'd missed something.
I tried CoMI by burning all the files to one DVD-R.
At first I couldn't locate DVD. I had a USB stick in as well as a SD card. Then I found out I had the disc in the wrong way.
It's been so long since I got a game for the Wii I seem to have forgotten which way discs go in.
Anyway with CoMI I got loads of lag because of the DVD. It's OK from USB stick. The optical laser was doing lots of searching for files. After about 5-10 seconds I shut down the Wii. I was afraid it would launch itself into orbit. I've had 2 DVD drive failures on my Xbox360 and didn't want to add the Wii to the list.
It's probably OK with older games like Monkey 1 & 2. Have you done much testing with the DVD?
Anyway I like the keyboard. Good stuff Bossk.
I tried CoMI by burning all the files to one DVD-R.
At first I couldn't locate DVD. I had a USB stick in as well as a SD card. Then I found out I had the disc in the wrong way.
It's been so long since I got a game for the Wii I seem to have forgotten which way discs go in.
Anyway with CoMI I got loads of lag because of the DVD. It's OK from USB stick. The optical laser was doing lots of searching for files. After about 5-10 seconds I shut down the Wii. I was afraid it would launch itself into orbit. I've had 2 DVD drive failures on my Xbox360 and didn't want to add the Wii to the list.
It's probably OK with older games like Monkey 1 & 2. Have you done much testing with the DVD?
Anyway I like the keyboard. Good stuff Bossk.
With brijohn's patches+builds I haven't had the need to build stuff lately, but I'm still continuing to do so.
ScummVM is getting better with each svn commit, so updated builds are always welcome IMHO.
I'm posting the builds to mediafire (see link in signature).
scummvm-wii-0.14.0svn_r36300.7z
- Added latest usbkeyboard fixes
- Fixed virtual keyboard, 0-9 keys (vkeybd.xml in vkeybd.zip)
ScummVM is getting better with each svn commit, so updated builds are always welcome IMHO.
I'm posting the builds to mediafire (see link in signature).
scummvm-wii-0.14.0svn_r36300.7z
- Added latest usbkeyboard fixes
- Fixed virtual keyboard, 0-9 keys (vkeybd.xml in vkeybd.zip)
- Red_Breast
- Posts: 775
- Joined: Tue Sep 30, 2008 10:33 pm
- Location: The Bar Of Gold, Upper Swandam Lane.
I have some problems with Monkey Island 3 and Loom.
But, first of all. A very very very great release.
I like the virtual keyboard. ^^
Monkey Island 3 has some few frameskipping probs and drop-downs with the newest release.
With the a release in January (i dunno correctly which one) the game runs very fluent.
I compressed my bun and san files to ogg files (which have a better performance than mp3 files -> see Loom).
The game as a whole runs fluent but sometimes (if you talk with people) the sound and voice is hanging up for a milli sec.
Loom (it's the original cd version ^^) has a much much much better performance with ogg compression (thanks to Sev).
I had huge loading times with the MP3 file.
The WAV File are working correctly but are too huge.
But also with OGG encoding, I am having some small loading times (some secs).
But, first of all. A very very very great release.
I like the virtual keyboard. ^^
Monkey Island 3 has some few frameskipping probs and drop-downs with the newest release.
With the a release in January (i dunno correctly which one) the game runs very fluent.
I compressed my bun and san files to ogg files (which have a better performance than mp3 files -> see Loom).
The game as a whole runs fluent but sometimes (if you talk with people) the sound and voice is hanging up for a milli sec.
Loom (it's the original cd version ^^) has a much much much better performance with ogg compression (thanks to Sev).
I had huge loading times with the MP3 file.
The WAV File are working correctly but are too huge.
But also with OGG encoding, I am having some small loading times (some secs).
@ Red_Breast
7zip (LZMA) is a much better compression algorithm. It's pretty common these days, so I prefer 7zip over RAR or regular ZIP.
@ Paperman
Ogg is indeed the preferred compression method. Good performance, quality and small files.
There are indeed a few framedrops/stutters in COMI. Nothing really major, just slightly annoying.
Which release gave you fewer stutters? Nothing changed in relation to that in january. A few months ago I used the hermes speed fixes for blazing performance, but not anymore. They caused many problems and were quite nasty.
For now, the current performance is all you're gonna get. But who knows about the future?
New build:
scummvm-wii-0.14.0svn_r38363.7z
- Dhewg's interpretation of brijohn's usb keyboard patches.
- SCI engine won't be included until 0.13 is released. (Requested by dhewg). If you want SCI, build it yourself.
The SCI engine/port works (also on the Wii), but is currently under heavy development. It'll be here soon enough.
7zip (LZMA) is a much better compression algorithm. It's pretty common these days, so I prefer 7zip over RAR or regular ZIP.
@ Paperman
Ogg is indeed the preferred compression method. Good performance, quality and small files.
There are indeed a few framedrops/stutters in COMI. Nothing really major, just slightly annoying.
Which release gave you fewer stutters? Nothing changed in relation to that in january. A few months ago I used the hermes speed fixes for blazing performance, but not anymore. They caused many problems and were quite nasty.
For now, the current performance is all you're gonna get. But who knows about the future?
New build:
scummvm-wii-0.14.0svn_r38363.7z
- Dhewg's interpretation of brijohn's usb keyboard patches.
- SCI engine won't be included until 0.13 is released. (Requested by dhewg). If you want SCI, build it yourself.
The SCI engine/port works (also on the Wii), but is currently under heavy development. It'll be here soon enough.
Last edited by Bossk on Mon Feb 16, 2009 1:08 pm, edited 1 time in total.
I was using dhewg build r35709 without framedrops (just in some scenes where mp3 encoding will crash the game and ogg encoding will stutter).
I just noticed the regular stutters yesterday, cause I started to play through MI3 again.
I thought the reason is the compression methode again. xD
But it's not a dramatic issue.
MI3 is playable and stable.
I just noticed the regular stutters yesterday, cause I started to play through MI3 again.
I thought the reason is the compression methode again. xD
But it's not a dramatic issue.
MI3 is playable and stable.
Ok, I reupped scummvm-wii-0.14.0svn_r38363.7z.
Compiled the libs (tremor etc) a bit different.
Paperman: please tell me if you notice a difference.
Compiled the libs (tremor etc) a bit different.
Paperman: please tell me if you notice a difference.
Big THX @Bossk
Great thing.
I tried your newest build.
I missed the virtual keyboard (Steering Cross Down).
It won't appear. Also the other buttons didn't show me a virtual keyboard.
The framedrops in MI3 are also present.
It could be that the drops are fewer, but I am not sure.
As I said it's not a dramatic issue. But it would be sweet to run the game fluent.
I will try to change the encoding methode again, just to see what will happen. ^^
It's also strange that you can open 2 different menues.
One with "Home" and one with "Steering Cross UP".
With "Steering Cross Up" I cannot load my MI3 Savestates but can go back to the Game Launcher.
During with "Home", I can change the options, loading my state and just quit scummvm, but I cannot go back to the launcher.
The last thing.
During the booting of scummvm, the application is gonna check if you inserted a disc with scummvm data.
If you inserted a disc, the disc is going to rotate in the drive. It won't stop also when you load your games from SD Card. It stops just when you go to the ingame menue (to load a savestate for example).
Maybe an option would be great, to tell scummvm from which data source scummvm has to load the games (SD, DiscDrive, USB).
So If the discdrive isn't used to load data it won't start rotating at the booting of scummvm.
I will change to an older build, cause I am missing the virtual keyboard.
But thanks a lot for your help.
Great thing.
I tried your newest build.
I missed the virtual keyboard (Steering Cross Down).
It won't appear. Also the other buttons didn't show me a virtual keyboard.
The framedrops in MI3 are also present.
It could be that the drops are fewer, but I am not sure.
As I said it's not a dramatic issue. But it would be sweet to run the game fluent.
I will try to change the encoding methode again, just to see what will happen. ^^
It's also strange that you can open 2 different menues.
One with "Home" and one with "Steering Cross UP".
With "Steering Cross Up" I cannot load my MI3 Savestates but can go back to the Game Launcher.
During with "Home", I can change the options, loading my state and just quit scummvm, but I cannot go back to the launcher.
The last thing.
During the booting of scummvm, the application is gonna check if you inserted a disc with scummvm data.
If you inserted a disc, the disc is going to rotate in the drive. It won't stop also when you load your games from SD Card. It stops just when you go to the ingame menue (to load a savestate for example).
Maybe an option would be great, to tell scummvm from which data source scummvm has to load the games (SD, DiscDrive, USB).
So If the discdrive isn't used to load data it won't start rotating at the booting of scummvm.
I will change to an older build, cause I am missing the virtual keyboard.
But thanks a lot for your help.
- Red_Breast
- Posts: 775
- Joined: Tue Sep 30, 2008 10:33 pm
- Location: The Bar Of Gold, Upper Swandam Lane.
The best build to use for CoMI is the last stable build 0.12.
This is copied and pasted from the Subversion builds thread.
Raschi:
I have tested the new 35709 build with comi, and although the intro video runs smooth now, I am experiencing a couple seconds long pause between each dialogue line, sometimes also mid-dialogue. This doesn't happen in the official 0.12.0 build.
I have tested on both SD and SDHC, mp3 compressed. Same result.
Dhewg:
Thanks for the feedback. I used some patches for v0.12.0 to increase the SD performance, these are now sadly incompatible with the libraries of the new toolchain.
I'm looking into boosting the performance again, lets see how that works out.
I know it can be a little confusing having more than one build on your SD card though. I have 4 on mine at the moment.
This is copied and pasted from the Subversion builds thread.
Raschi:
I have tested the new 35709 build with comi, and although the intro video runs smooth now, I am experiencing a couple seconds long pause between each dialogue line, sometimes also mid-dialogue. This doesn't happen in the official 0.12.0 build.
I have tested on both SD and SDHC, mp3 compressed. Same result.
Dhewg:
Thanks for the feedback. I used some patches for v0.12.0 to increase the SD performance, these are now sadly incompatible with the libraries of the new toolchain.
I'm looking into boosting the performance again, lets see how that works out.
I know it can be a little confusing having more than one build on your SD card though. I have 4 on mine at the moment.