Scummvm 2.2.0 issue with touch screen [Solved]

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digitall
ScummVM Developer
Posts: 1130
Joined: Thu Aug 02, 2012 1:40 pm

Re: Scummvm 2.2.0 issue with touch screen

Post by digitall »

Release builds are usually manually compiled / checked by a maintainer compared to the Debug development builds from buildbot which are autogenerated, so may have bugs in short term / no game testing recently / regressions... though generally ScummVM is reasonably safe to use the development nightly builds. There will be a stable build once v2.6.0 is promoted to the next release branch.
digitall
ScummVM Developer
Posts: 1130
Joined: Thu Aug 02, 2012 1:40 pm

Re: Scummvm 2.2.0 issue with touch screen

Post by digitall »

Glad this fixes your issue for yourself and other OpenPandora users. We could do with an active maintainer if you know anyone with reasonable C/C++ skills who is interested... even without that, the project does accept bug fixes and other patches via Github Pull Requests, patch files on bugs etc.
b_o_b
Posts: 11
Joined: Tue Apr 19, 2022 5:23 pm

Re: Scummvm 2.2.0 issue with touch screen

Post by b_o_b »

digitall wrote: Fri Apr 22, 2022 3:09 pm though generally ScummVM is reasonably safe to use the development nightly builds.
Without DJWillis it is nice that the autobuilds are still working. Not sure how efficient the result is though. I want to try it out and compare it with the manual version that Farox is working on. If there is nobody around to port it then this might be the only way in the future to try out a latest version.
What would be good games to test ScummVM? Grim Fandango?

digitall wrote: Fri Apr 22, 2022 3:11 pm Glad this fixes your issue for yourself and other OpenPandora users. We could do with an active maintainer if you know anyone with reasonable C/C++ skills who is interested... even without that, the project does accept bug fixes and other patches via Github Pull Requests, patch files on bugs etc.
Maybe DJWillis will re-appear who knows.. OpenPandora is a pretty niche device and basically reached EOL so currently not a lot of activity on the forums. That might change though once more Pyra's will be in developers hands. I've shared this post on the forum so someone with the right skills might read it and reach out.

Farox on the forums has already agreed to compile it so if that works at least we will have a more up-to-date version available.
digitall
ScummVM Developer
Posts: 1130
Joined: Thu Aug 02, 2012 1:40 pm

Re: Scummvm 2.2.0 issue with touch screen

Post by digitall »

The CI builds from Buildbot are compiled for debugging, but generally they do run reasonably on most platforms ... since otherwise debugging is pretty tricky, especially with embedded targets. Not sure about games. The usual limitation is CPU, RAM and screen size on "small" targets so GF is pretty "heavy". Mileage may vary between game engines: https://wiki.scummvm.org/index.php?title=Engines

If Farox wants to commit fixes upstream, then he can submit via Github PRs... If he commits a few and wants to help with official release for OpenPandora via ScummVM, then he should talk to the development team on IRC, Discord etc. See https://wiki.scummvm.org/index.php?titl ... er_Central
b_o_b
Posts: 11
Joined: Tue Apr 19, 2022 5:23 pm

Re: Scummvm 2.2.0 issue with touch screen - [Solved]

Post by b_o_b »

Testing update:

Daily autobuild seems to be working just as well as the one manually created by Farox. Tested both versions with Loom, Monkey Island, Moonmist, Grim Fandago. I was especially interested how Grim Fandago worked. Performed both very well (no FPS indication though).
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