Test-Candidate of ScummVM 2.0.0 for WII
Moderator: ScummVM Team
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KillDashNin9: That sounds odd. I'd suggest trying earlier Wii releases of ScummVM to see if this is a regression, but I suspect it will probably be an issue with the AGI engine code for keyboard handling interacting with the Wii backend events code. If so, I should be able to debug and fix.
edit: I suggest you file a bug on the tracker about this and we can investigate:
http://sourceforge.net/p/scummvm/bugs/
edit: I suggest you file a bug on the tracker about this and we can investigate:
http://sourceforge.net/p/scummvm/bugs/
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digitall: I did a few tests and will submit a bug report. Below are my findings. It looks like everything works under AGI but not SCI. I used Space Quest 1 as my agi sample and Space Quest 3 as my SCI sample.
Scummvm wii 1.5.0:
AGI: Enter key works
SCI: Wii crashes
Scummvm wii 1.6.0:
AGI: Enter key works
SCI: Enter key does not work (2 on the wii remote does).
Scummvm wii 1.7.0:
AGI: Enter key works
SCI: Enter key does not work (2 on the wii remote does).
Let me know if any further information could help.
Scummvm wii 1.5.0:
AGI: Enter key works
SCI: Wii crashes
Scummvm wii 1.6.0:
AGI: Enter key works
SCI: Enter key does not work (2 on the wii remote does).
Scummvm wii 1.7.0:
AGI: Enter key works
SCI: Enter key does not work (2 on the wii remote does).
Let me know if any further information could help.
- MusicallyInspired
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MusicallyInspired: Not sure what bug exactly you are referring to. http://sourceforge.net/p/scummvm/bugs/6740/ is still open. I have yet to get time to look at it... busy IRL. Should get to it later today.
@KillDashNin9:
I made some changes on the code. But I don't own some SCI Games. Could you please try this binary out:
-> http://www.mediafire.com/download/q2rbz ... wii-b2.zip
I made some changes on the code. But I don't own some SCI Games. Could you please try this binary out:
-> http://www.mediafire.com/download/q2rbz ... wii-b2.zip
Last edited by AReim1982 on Wed Oct 22, 2014 1:50 pm, edited 2 times in total.
Thanks for the changes. However, according to ScummVM's GPL licence, you also need to attach your changes to the code.AReim1982 wrote:@KillDashNin9:
I made some changes on the code. But I don't own some SCI Games. Could you please try this binary out:
-> http://www.mediafire.com/download/l1ge0 ... wii-b2.zip
Changes to the code:md5 wrote:Thanks for the changes. However, according to ScummVM's GPL licence, you also need to attach your changes to the code.AReim1982 wrote:@KillDashNin9:
I made some changes on the code. But I don't own some SCI Games. Could you please try this binary out:
-> http://www.mediafire.com/download/q2rbz ... wii-b2.zip
-> https://github.com/AReim1982/scummvm/co ... 161567f991
If somebody confirms that my changes solves the bug above I will open a pull request.
Last edited by AReim1982 on Thu Oct 23, 2014 7:38 am, edited 1 time in total.
Yesterday evening I tested my changes on King's Quest V and King's Quest VI. Now all keys seems to work. Later I will open a pull request on GitHub.
Last edited by AReim1982 on Thu Oct 23, 2014 8:11 am, edited 1 time in total.
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- MusicallyInspired
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@MusicallyInspired:
MT-32 emulation has only worked before ScummVM version 1.5. That was already discussed in that thread:
-> http://forums.scummvm.org/viewtopic.php ... 62a3f85281
MT-32 emulation has only worked before ScummVM version 1.5. That was already discussed in that thread:
-> http://forums.scummvm.org/viewtopic.php ... 62a3f85281
There's not much we can do about this - the MT-32 emulator we use is munt, here:
http://github.com/munt/munt/
It would be better if you asked the people in the munt project about your issues, by opening a bug report in that project.
http://github.com/munt/munt/
It would be better if you asked the people in the munt project about your issues, by opening a bug report in that project.
As an addendum from me... AReim1982: You have the source code for both releases. You could try building them with some debug output and do some profiling on the MT32 Emulator to try to work out why it has become so slow.
I think at one point Munt had switched to float for high accuracy, but at a massive performance penalty, but that should not be the case with the latest releases which we have intergrated, but we may need to set a define to force high performance vs. accuracy?
I think at one point Munt had switched to float for high accuracy, but at a massive performance penalty, but that should not be the case with the latest releases which we have intergrated, but we may need to set a define to force high performance vs. accuracy?