| Nightly snapshots |
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dhewg
ScummVM Porter
Joined: 04 Jun 2008
Posts: 77
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Nightly snapshots
Some time ago we introduced a service called buildbot. One of its features is to provide so called "nightly snapshots", which are just ScummVM binaries built every night (European time) from the most recent source tree.
Download a fresh binary to get the latest and greatest ScummVM for your Wii here.
Buildbot snapshots include all games engines, as well as the virtual keyboard (starting with r41723).
Changelog (only Wii port specific changes):
r43117: mapped "DPAD up" back to Shift (for mass adding games). "DPAD up" + START/HOME brings up the GMM now (return to the launcher)
r36337: added USB keyboard support
r35930: Added ISO9660/Joliet DVD support
r35894:
* fixed a bug in the filesystem backend, tucker is now playable
* startup time for games with many files is way better now. tucker takes ~5s instead of ~15m (and that is not a typo)
r35811:
* Fixed the deadlock in newlib's fwalk(), this one was responsible for lockups in various games
* Enabled IHNM and SAGA2
r35709:
* Compiled with devkitPPC r16 and its updated libogc and libfat, boosting the overall SD performance
* Renamed the Wii's internal sd slot device back to "fat:", so it loads properly with the homebrew channel (The initial change got introduced by the new libfat version)
* SDHC support (Wii internal SD only)
* Readded SD Gecko support for Wii
* USB mass storage support
* The root directory now yields a list of mounted devices, you can now use any combination of internal SD/SD gecko/USB at the same time
* Tweaked the video mode a little, hopefully this will eliminate the black borders
* Dropped MPEG2 video support, please use DXA instead (available on the download page)
* Proper Component/480p detection for Gamecube (contributed by Hkz)
* Fixed a libogc bug, Drascula and 7th Guest don't hang anymore
* Updated Tremor and FLAC, .ogg audio files should work fine now
* Enabled new game engines: Groovie and Tucker
r33789:
* proper fullscreen video mode
* multiple graphic modes with different overscan values
* "fullscreen mode" stretches the picture on 16:9 displays
* fixed broken sword 1/2 gfx garbage
* support for setShakePos()
check the DISPLAY SETUP section in the READMII file
r33083:
* fixed another savegame issue
* support for the reset and power button
* added a gamecube port
Regards,
dhewg
Last edited by dhewg on Thu Aug 13, 2009 4:33 pm; edited 6 times in total
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Fri Jun 06, 2008 4:12 pm |
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dhewg
ScummVM Porter
Joined: 04 Jun 2008
Posts: 77
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hi,
after some weeks of absence i finally updated the port again. see the above URL for rev 33083.
EDIT: Changelog moved to post #1
Last edited by dhewg on Sun Jan 11, 2009 1:28 am; edited 1 time in total
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Wed Jul 16, 2008 11:56 am |
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dhewg
ScummVM Porter
Joined: 04 Jun 2008
Posts: 77
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fresh build (r33789) is available at the above URL
EDIT: Changelog moved to post #1
regards,
dhewg
Last edited by dhewg on Sun Jan 11, 2009 1:29 am; edited 1 time in total
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Mon Aug 11, 2008 11:19 pm |
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MusicallyInspired

Joined: 02 Mar 2007
Posts: 386
Location: Winnipeg, MB Canada |
Doesn't fixing the video to stretch to a 16:9 screen stretch the graphics horizontally and make it....ugly? Nevertheless, awesome updates! _________________ "Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Tue Aug 12, 2008 12:06 am |
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Bobbin
Joined: 18 Nov 2005
Posts: 25
Location: Germany |
Great update, this one is becoming the best port of them all quickly! How about implementing cursor movement smoothing so the control feels a bit more like in Wii games?
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Tue Aug 12, 2008 1:26 pm |
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dhewg
ScummVM Porter
Joined: 04 Jun 2008
Posts: 77
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MusicallyInspired: older revision of the wii port always stretched the picture, now you can choose if you want that or not.
Bobbin: the IR cursor is already smoothed, thats a feature in libogc
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Tue Aug 12, 2008 5:43 pm |
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MusicallyInspired

Joined: 02 Mar 2007
Posts: 386
Location: Winnipeg, MB Canada |
Ah I see. I was confused because a friend of mine was complaining because it wasn't stretching to fit his 16:9 display. Maybe he or I got mixed up. Good stuff. _________________ "Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
-Guybrush Threepwood, Tales of Monkey Island
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Tue Aug 12, 2008 8:23 pm |
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Javi-Wan Kenobi
Joined: 07 Jul 2006
Posts: 27
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Why this port isn't in the ScummVM download page?
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Sun Aug 24, 2008 8:46 am |
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nIxx
Joined: 03 Sep 2008
Posts: 3
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Hi
i have a problem to compile ScummVM for the wii i always get an warning that there is no mpeg2.h and then errorīs. But as far as i know there is no libmpeg2 port for the Wii !?
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Wed Sep 03, 2008 1:16 pm |
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clem
Joined: 31 Oct 2005
Posts: 2185
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quote: Originally posted by nIxx Hi
i have a problem to compile ScummVM for the wii i always get an warning that there is no mpeg2.h and then errorīs. But as far as i know there is no libmpeg2 port for the Wii !?
if you compile using gcc it is possible to disable mpeg2 support when running ./configure
The only games needing mpeg2 support are BS1/2, and they often work better with DXA cutscenes anyway
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Wed Sep 03, 2008 1:46 pm |
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dhewg
ScummVM Porter
Joined: 04 Jun 2008
Posts: 77
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shame on me, i still haven't documented how to build this port
before i scatter these informations around the forums, gimme some time to add instructions to the wiki.
about the nonworking wiimote: i dont know how that could happened, but try again with libogc cvs or this git repository which i am using to build the scummvm binaries.
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Wed Sep 03, 2008 5:17 pm |
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