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Test-Candidate of ScummVM 2.0.0 for WII
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AReim1982



Joined: 10 Dec 2013
Posts: 36
Location: Germany
 

@seanf101:
The official downloads from the Buildbot doesn‘t support the Z-Vision engine. If you use the „Test-Candidate v2.0.0“ the Z-Vision engine works.

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Post Sat Feb 10, 2018 9:48 am 
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Dusemir



Joined: 09 Feb 2018
Posts: 2
Z-Vision games do NOT work with latest Test-Candidate 

@AReim1982: Not sure what you meant with your post above. I downloaded the latest
test-Candidate v2.0.0 b2 linked in your very first post above and run into the same
problems as seanf101.

More details? Of course!
Installed your test-candidate on my wii and everything works fine. Myst, Riven, The Dig... alle work fine on the wii.
But what's not working are the Z-Vision Zork games (Grand Inquisitor & Nemesis).
The same game files for all 5 games work fine on my pc with the scummvm-windows port. So it seems no problem of the files itself.
Also the fonts in the extra-folder are set up right in the options panel.

What does not work?
Well, when I add an Z-Vision game on the wii, a pop-up windows appears, asking me for choosing one of the following options.
Zork Nemesis: The Forbidden Lands (DOS/German)
Zork Nemesis: The Forbidden Lands (DOS/German)
No Typo! The same entry appears twice. Same for Grand Inquisitor. Also twice.
The pop-Up does not appear on the windows-port.
No matter wich option I choose, the game does not start either.
When I try to run the game, the wii freezes.

Makes me think of wrong game description files packed with your latest test-candidate?

May that helps to find the bug.

P.S.: Appreciate it very much to see someone is still working on the wii-port. In my opinion the wii is still the best plattform for point&click games. Thanks for your effort!!!
KUDOS.

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Post Wed Feb 14, 2018 7:59 am 
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AReim1982



Joined: 10 Dec 2013
Posts: 36
Location: Germany
 

@Dusemir:
You and seanf101 described 2 different problems. Seanf101 wrote that the gamefiles of the two Zork games are not detected by ScummVM. The reason is that may a ScummVM version is used, where the Z-Vision engine is not compiled in.

Now your problem... Wink Several games needs minutes to start, for example "The Feeble Files", "LSL7" and also that two Zork games (Z-Vision engine). Please wait up to 3 minutes and the games will work. I am pretty sure because I also played that two german Zork games with Test-Candidate v2.0.0b2.

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Post Wed Feb 14, 2018 9:09 am 
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Dusemir



Joined: 09 Feb 2018
Posts: 2
Zork works ! 

You sir, are a very patient man (me not) Smile
(and your answers are faster than lightning!)

I have to admid that both Zork games work well on the wii, too. But it took some 5 minutes to start (meanwhile the wii seems to be frozen).

Well done, AReim! Well done!

P.S.: While I write this, there is a similar project over at ResidualVM waiting for some guy like you, willing to do the wii port for their V 0.3.0 Smile

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Post Wed Feb 14, 2018 2:52 pm 
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cecilmax



Joined: 27 Feb 2018
Posts: 8
Re: Test-Candidate of ScummVM 2.0.0 for WII 

quote:
Originally posted by AReim1982
I made some changes on the ScummVM Code (Pull Request #413) and now ScummVM is compilable with the newest DevKitPPC, LibOgc and LibFat. All my tests was successful, but I think that more people should test my changes.

If somebody like to test my binaries, here are the download links:
-> ScummVM 1.6.0: http://www.mediafire.com/download/4ktylh8b479wtdf/scummvm-1.6.0-wii-b3.zip
-> ScummVM 1.7.0: http://www.mediafire.com/download/q2rbziq01emciqa/scummvm-1.7.0-wii-b2.zip
-> ScummVM 1.9.0: http://www.mediafire.com/file/y01mvf9yadu9bq9/scummvm-1.9.0-wii-b3.zip
-> ScummVM 2.0.0: NEW! http://www.mediafire.com/file/4dyerl33kbom89p/scummvm-2.0.0-wii-b2.zip

When your tests are done, please post your results in that forum.

Please save your "apps/scummvm"-folder! This is NOT an official release!


Hi, can you give a link to the source ? I would like to play with it trying to add some features Smile

thanks.
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Post Wed Feb 28, 2018 6:31 pm 
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AReim1982



Joined: 10 Dec 2013
Posts: 36
Location: Germany
 

@cecilmax:
you can download the sources from GitHub:
-> https://github.com/scummvm/scummvm

If you want to use my toolchain, you can download it here:
-> https://github.com/AReim1982/binaries/tree/master/Toolchains

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Post Tue Mar 06, 2018 10:09 am 
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cecilmax



Joined: 27 Feb 2018
Posts: 8
 

quote:
Originally posted by AReim1982
@cecilmax:
you can download the sources from GitHub:
-> https://github.com/scummvm/scummvm

If you want to use my toolchain, you can download it here:
-> https://github.com/AReim1982/binaries/tree/master/Toolchains


thank you very much Smile it is the source 2.0 for wii ?

I want to try to add a keymap config. secret of monkey island for sega cd, for the dialogs choice, need the user to press 6 or 7. with virtual keyboard we can do it but it would be usefull if we can customize the mapping of wiimote for each game Smile
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Post Thu Mar 08, 2018 7:49 pm 
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cecilmax



Joined: 27 Feb 2018
Posts: 8
 

quote:
Originally posted by AReim1982
@cecilmax:
you can download the sources from GitHub:
-> https://github.com/scummvm/scummvm

If you want to use my toolchain, you can download it here:
-> https://github.com/AReim1982/binaries/tree/master/Toolchains


Do you also have the makefile to compile it ? I have trouble following the instructions on the wiki to compile it.
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Post Fri Mar 09, 2018 1:04 am 
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AReim1982



Joined: 10 Dec 2013
Posts: 36
Location: Germany
 

@cecilmax: I made some changes on the toolchain, please download it again.


Tutorial (Linux)

1. Download the toolchain
-> https://github.com/AReim1982/binaries/tree/master/Toolchains

2. Extract the toolchain to the path: /opt/devkitpro

3. Open a terminal and work with admin privileges
-> su

4. Install required packages
-> apt-get install build-essential

5. Configure the Gekko environment
-> . /opt/devkitpro/gekkoenv.sh (there must be a space between the point and /opt/...)

6. Compile ScummVM:
-> cd <path of the ScummVM sources>
-> ./configure --host=wii --enable-plugins --default-dynamic
-> make wiidist

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Post Fri Mar 09, 2018 11:57 am 
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cecilmax



Joined: 27 Feb 2018
Posts: 8
 

quote:
Originally posted by AReim1982
@cecilmax: I made some changes on the toolchain, please download it again.


Tutorial (Linux)

1. Download the toolchain
-> https://github.com/AReim1982/binaries/tree/master/Toolchains

2. Extract the toolchain to the path: /opt/devkitpro

3. Open a terminal and work with admin privileges
-> su

4. Install required packages
-> apt-get install build-essential

5. Configure the Gekko environment
-> . /opt/devkitpro/gekkoenv.sh (there must be a space between the point and /opt/...)

6. Compile ScummVM:
-> cd <path of the ScummVM sources>
-> ./configure --host=wii --enable-plugins --default-dynamic
-> make wiidist


Ok thanks Smile Im on windows, it is the same steps ?
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Post Fri Mar 09, 2018 1:01 pm 
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AReim1982



Joined: 10 Dec 2013
Posts: 36
Location: Germany
 

@cecilmax: this toolchain is only for Linux. There are Windows variants of devkitPPC built with MinGW. But I do not know if it's possible to compile ScummVM in this way. You also have to compile all dependencies youself.

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Post Fri Mar 09, 2018 1:47 pm 
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cecilmax



Joined: 27 Feb 2018
Posts: 8
 

quote:
Originally posted by AReim1982
@cecilmax: this toolchain is only for Linux. There are Windows variants of devkitPPC built with MinGW. But I do not know if it's possible to compile ScummVM in this way. You also have to compile all dependencies youself.


ok, I have a Virtual Machine on Ubuntu, could it be good to compile it ? Smile
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Post Fri Mar 09, 2018 3:25 pm 
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AReim1982



Joined: 10 Dec 2013
Posts: 36
Location: Germany
 

Sure... Smile

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Post Fri Mar 09, 2018 4:03 pm 
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cecilmax



Joined: 27 Feb 2018
Posts: 8
 

quote:
Originally posted by AReim1982
Sure... Smile


Ok thanks Smile

can you guide me a little ? which module or file I need to modify to remap the wiimote buttons ? I will try to hardcode it first and when it work I will make a keymap config file.
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Post Fri Mar 09, 2018 4:42 pm 
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AReim1982



Joined: 10 Dec 2013
Posts: 36
Location: Germany
 

@cecilmax:
-> /backends/platform/wii/osystem_events.cpp

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Post Mon Mar 12, 2018 8:53 am 
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