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Re: SCUMMVM

Posted: Sat Feb 10, 2024 11:33 pm
by SnakeCoils

Thank you very much! I will try this solutions along some re-arrangements of the USB ports occupation: my best guess is an issue related to the init sequence of various USB devices connected and a slightly long spin-up time of the internal HDD so may happen other devices "steal" the usual "usb0" HDD place. I think that with an SSD or a 2.5" HDD this issue would not occour, at present the HDD is in fact a 3.5" one.


Re: SCUMMVM

Posted: Sun Feb 11, 2024 6:50 pm
by Monos

Nope. I have an external 2Tb SSD with the same problem. I changed it with some other SSD with different sizes, always the same.


Re: SCUMMVM

Posted: Mon Feb 12, 2024 10:38 pm
by SnakeCoils

Glad to hear I am not the only one with this issue :-) In the mean time I have written to the IronClad Plus support page to inform them about the problem, at present if no other storage devices are connected to the usb ports the only one attached should be always "usb0" or always "usb1", maybe it change depending on cold or warm reboot? I will do some tests to see if I can consistently reproduce the issue.


Re: SCUMMVM

Posted: Tue Feb 13, 2024 11:46 pm
by SnakeCoils

Well, seems I cannot find a consistent way to trigger "usb0" or "usb1" at will: I have tried every combination of power on/ warm reboot / cold reboot but the issue is quite ubiquitous, most of the time the HDD is assigned to "usb1" but sometimes after a reset or a new power up happens to found it as "usb0". Anyway, this is the answer Roberto (the IronClad guy) told me about the usb assignement:

"About the issue I wish I could tell you a solution, but I am afraid only the developer of ScummVM Mister port could fix that. In the Ironclad USB devices are handled just like in the official Mister and using the same controller to ensure maximum compatibility and zero differences, USB devices enumeration is handled by software and only the author can fix that. The thing I would do is writting a message in the "issues" section on his Github page to see if he is willing to fix that.

I also use ScummVM but never noticed this issue bc i have the installation in the main MicroSD, maybe you could pass the ScummVM installation to MicroSD and move core games to the HDD.

I wish I could help you more."

About the "ScummVM_Drive_Fixer" I have found a little typo in the source that prevented it to run, the "slashes" in the dir path were "backslashes" in MS-DOS style, once corrected the script worked but... it did not solved the issue, or maybe I have not understood the way to use it.

I tought a typical scenario was something like this:

  • ScummVM fully configured with every game assigned to its correct path (we assume "usb1" for example) and everything works good
  • Suddenly after a reboot/restart of Mister the external HDD is enumerated as "usb0" an nothing in ScummVM is working more
  • Run the "ScummVM_Drive_Fixer" script placed in the same "Script" dir as the ScummVM launcher to correct the paths again
  • Launch ScummVM and everything works as before with all game paths now targeting to "usb0"

Was that the way the fixer script should work?


Re: SCUMMVM

Posted: Wed Feb 14, 2024 3:03 am
by bbond007
SnakeCoils wrote: Tue Feb 13, 2024 11:46 pm

About the "ScummVM_Drive_Fixer" I have found a little typo in the source that prevented it to run, the "slashes" in the dir path were "backslashes" in MS-DOS style, once corrected the script worked but... it did not solved the issue, or maybe I have not understood the way to use it.

Sorry about the errors :( I did not test it. I went back and fixed it.

SnakeCoils wrote: Tue Feb 13, 2024 11:46 pm

I tought a typical scenario was something like this:

  • ScummVM fully configured with every game assigned to its correct path (we assume "usb1" for example) and everything works good
  • Suddenly after a reboot/restart of Mister the external HDD is enumerated as "usb0" an nothing in ScummVM is working more
  • Run the "ScummVM_Drive_Fixer" script placed in the same "Script" dir as the ScummVM launcher to correct the paths again
  • Launch ScummVM and everything works as before with all game paths now targeting to "usb0"

Was that the way the fixer script should work?

My idea was to run the ScummVM_Drive_Fixer.sh before ScummVM_2_7_1.sh (or just edit the script to always call it)

To make it work, all games should be installed with paths relative to /tmp/ScummVM_GAMES (which will either point to USB0, USB1, etc...)

you can edit the paths in /media/fat/ScummVM/.config/scummvm/scummvm.ini rather than re-adding all games. I know I have at least 100 installed and that would be tedious:)

If the script is working properly, regardless of USB0 or USB1 /tmp/ScummVM_GAMES should be consistent.


Re: SCUMMVM

Posted: Wed Feb 14, 2024 4:23 pm
by Milspex

The same occurs with the minimig core when you have the HDF files on a usb harddrive. That core also saves absolute paths to these folders in the config so when old Misty decided to mount it on USB1 instead of USB0, you have to re-do the config.

It's weird but I've had this USB0/1 issue ever since I got my Mister.


Re: SCUMMVM

Posted: Tue Mar 26, 2024 3:34 am
by bbond007

2.8.1 build is ready for testing


Re: SCUMMVM

Posted: Thu Apr 18, 2024 11:07 pm
by remax
bbond007 wrote: Sat Feb 10, 2024 8:01 pm

Right now when I build ScummVM I have a script that downloads whatever branch specified, adds a MiSTer target option to the configure script, compiles and finally updates my MiSTer_ScummVM repo. It is all very automated and very reliable. I don't modify the .cpp source files, and don't want to start doing so (especially to compensate for flaky edge-case behavior).

Can you elaborate on this ? Cause i would like to compile builds by myself (mainly to add games to the detection table).

On a totally unrelated note, i wanted to report that i obtain a prettier look for the SVM interface by using

Code: Select all

vmode -r 1280 960 rgb16

in the sh file

and

Code: Select all

scale_factor=4

in the scummvm.ini


Re: SCUMMVM

Posted: Mon Apr 22, 2024 2:18 pm
by Sumolx

Followed the instructions for install ScummVM but whenever I start the script I continuously get the following error:

Code: Select all

/media/fat/Scripts# ./ScummVM_2_7_1.sh 
Setting Video mode...
.... failed!

Any ideas why this is happening?

Thanks!

--- EDITED ---

Seems I can only run the script for the Mister Menu and not from SSH... all is fine


Re: SCUMMVM

Posted: Mon Apr 22, 2024 2:25 pm
by RealLarry
Sumolx wrote: Mon Apr 22, 2024 2:18 pm

Followed the instructions for install ScummVM but whenever I start the script I continuously get the following error:

Code: Select all

/media/fat/Scripts# ./ScummVM_2_7_1.sh 
Setting Video mode...
.... failed!

Any ideas why this is happening?

I had the same yesterday while updating and testing ScummVM 2.8.1 Turned out that you also have to set video_mode in mister.ini to a suitable screen resolution. Reboot of MiSTer required.


Re: SCUMMVM

Posted: Tue May 14, 2024 1:16 pm
by TuKo
HerrBerzerk wrote: Mon Apr 24, 2023 6:53 pm
TuKo wrote: Mon Apr 24, 2023 3:08 pm

I can't get simon2-cd-fr to work with 2.7.0. Anyone is able to ?

can only tell for the cd-de version, that is working for me. Though it does not have full speach, mostly text.

Got it to work, without full speech. Should I raise an issue for it on GitHub ?


Re: SCUMMVM

Posted: Thu May 16, 2024 6:12 pm
by SavaSnoopy
Milspex wrote: Wed Feb 14, 2024 4:23 pm

The same occurs with the minimig core when you have the HDF files on a usb harddrive. That core also saves absolute paths to these folders in the config so when old Misty decided to mount it on USB1 instead of USB0, you have to re-do the config.

It's weird but I've had this USB0/1 issue ever since I got my Mister.

I used to have this issue but the following solution worked for me

viewtopic.php?t=6133


Re: SCUMMVM

Posted: Tue Sep 17, 2024 6:16 pm
by markboston38

im a bit confused. scumm is the system lucasarts used for a lot of their games and it should just run in dos? scummvm hence the name is a virtual machine to run scumm on a modern system. this being a fpga why is a vm needed? unless theres something else named scummvm in which case just ignore me.


Re: SCUMMVM

Posted: Wed Sep 18, 2024 7:28 am
by FPGA64

Lucasarts wrote their games on ScummVM. They then wrote software for each platform to run the Scumm VM. It was a clever way to write the game once and have it run on any of the systems they choose to support.

The modern ScummVm project is simply a way to run the Scumm system on modern devices easily.

The ScummVM on Mister isnt a FPGA core, its simply running on the Arm side processors. It rather like running the modern ScummVm release on a smartphone.


Re: SCUMMVM

Posted: Wed Sep 18, 2024 12:33 pm
by jordi

Dreamm should also run as long as there is an arm64 version, right?


Re: SCUMMVM

Posted: Wed Sep 18, 2024 3:14 pm
by rhester72
jordi wrote: Wed Sep 18, 2024 12:33 pm

Dreamm should also run as long as there is an arm64 version, right?

There's no video backend on MiSTer, so no.


Re: SCUMMVM

Posted: Wed Sep 18, 2024 8:03 pm
by bbond007
markboston38 wrote: Tue Sep 17, 2024 6:16 pm

im a bit confused. scumm is the system lucasarts used for a lot of their games and it should just run in dos? scummvm hence the name is a virtual machine to run scumm on a modern system. this being a fpga why is a vm needed? unless theres something else named scummvm in which case just ignore me.

ScummVM has MANY engines other than SCUMM. Some of these engines are way beyond the capability of the ao486 core.

One such engine which has just recently been added is BAGEL (Boffo Adventure Game Engine and Libraries) used by the game The Space Bar which is designed for a Intel Pentium 75 or better.

https://store.steampowered.com/app/2253 ... Space_Bar/

Other good examples include Grim Fandango and The Curse of Monkey Island.

I would encourage people to play the games on the FPGA cores when possible, but ScummVM on the MiSTer HPS allows you to play many games that are not playable on the device otherwise.


Re: SCUMMVM

Posted: Wed Sep 18, 2024 8:17 pm
by bbond007
jordi wrote: Wed Sep 18, 2024 12:33 pm

Dreamm should also run as long as there is an arm64 version, right?

ARM Cortex-A9 is 32-bit, not 64


Re: SCUMMVM

Posted: Thu Sep 19, 2024 7:30 pm
by markboston38
bbond007 wrote: Wed Sep 18, 2024 8:03 pm
markboston38 wrote: Tue Sep 17, 2024 6:16 pm

im a bit confused. scumm is the system lucasarts used for a lot of their games and it should just run in dos? scummvm hence the name is a virtual machine to run scumm on a modern system. this being a fpga why is a vm needed? unless theres something else named scummvm in which case just ignore me.

ScummVM has MANY engines other than SCUMM. Some of these engines are way beyond the capability of the ao486 core.

One such engine which has just recently been added is BAGEL (Boffo Adventure Game Engine and Libraries) used by the game The Space Bar which is designed for a Intel Pentium 75 or better.

https://store.steampowered.com/app/2253 ... Space_Bar/

Other good examples include Grim Fandango and The Curse of Monkey Island.

I would encourage people to play the games on the FPGA cores when possible, but ScummVM on the MiSTer HPS allows you to play many games that are not playable on the device otherwise.

today i learned 😁

i know scummvm did other systems as well. there used to be a project that was to play broadderbund 90s educational games it used scummvm core.

also other games used it as well just because of how well it was done. if your gonna do virtualization its the better way to go.


Re: SCUMMVM

Posted: Sat Sep 28, 2024 5:41 am
by markpaterson

I have it working, but is it possible to use the MiSTer's Video Processing? I need scanlines!!! If not, can I at least can I download and install the shaders into ScummVM?

Following the guide here, https://docs.scummvm.org/en/latest/sett ... phics.html, I created an "icons" folder, copied shaders-20230108.dat into it, added the path, but the shader button is still greyed out.

And yes, I know there's a built in "TV Scaler 2x" in ScummVM but it's pretty crappy compared to the new shaders they added recently.


Re: SCUMMVM

Posted: Sat Sep 28, 2024 8:26 am
by FPGA64
markpaterson wrote: Sat Sep 28, 2024 5:41 am

I have it working, but is it possible to use the MiSTer's Video Processing? I need scanlines!!! If not, can I at least can I download and install the shaders into ScummVM?

Following the guide here, https://docs.scummvm.org/en/latest/sett ... phics.html, I created an "icons" folder, copied shaders-20230108.dat into it, added the path, but the shader button is still greyed out.

And yes, I know there's a built in "TV Scaler 2x" in ScummVM but it's pretty crappy compared to the new shaders they added recently.

No its not a core so has no access.


Re: SCUMMVM

Posted: Sat Sep 28, 2024 3:53 pm
by markpaterson
FPGA64 wrote: Sat Sep 28, 2024 8:26 am
markpaterson wrote: Sat Sep 28, 2024 5:41 am

I have it working, but is it possible to use the MiSTer's Video Processing? I need scanlines!!! If not, can I at least can I download and install the shaders into ScummVM?

Following the guide here, https://docs.scummvm.org/en/latest/sett ... phics.html, I created an "icons" folder, copied shaders-20230108.dat into it, added the path, but the shader button is still greyed out.

And yes, I know there's a built in "TV Scaler 2x" in ScummVM but it's pretty crappy compared to the new shaders they added recently.

No its not a core so has no access.

Understandable. So is it possible to support ScummVMs built in shader system? Seems like the developer intentionally disabled this feature. As I said above, even after installing the shader files, the button remains greyed out.


Re: SCUMMVM

Posted: Sat Sep 28, 2024 6:23 pm
by AngelicLiver

No. ScummVM on MiSTer is running entirely in software mode, you can't use shaders.


Re: SCUMMVM

Posted: Mon Sep 30, 2024 2:16 am
by bbond007
markpaterson wrote: Sat Sep 28, 2024 5:41 am

I have it working, but is it possible to use the MiSTer's Video Processing? I need scanlines!!! If not, can I at least can I download and install the shaders into ScummVM?

Following the guide here, https://docs.scummvm.org/en/latest/sett ... phics.html, I created an "icons" folder, copied shaders-20230108.dat into it, added the path, but the shader button is still greyed out.

And yes, I know there's a built in "TV Scaler 2x" in ScummVM but it's pretty crappy compared to the new shaders they added recently.

I think the issue is that I compile ScummVM with SDL 1.2 (not 2.X) and with OpenGL disabled.

I think it would be easier to enable the MiSTers native video processing in the MENU.RBF core than it would be to implement an OpenGL (for SDL 2.0) in the that core.