Test-Candidate of ScummVM 2.0.0 for WII

Subforum for discussion and help with ScummVM's Nintendo Wii port

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AReim1982
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Test-Candidate of ScummVM 2.0.0 for WII

Post by AReim1982 » Tue Dec 10, 2013 2:50 pm

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/4ktyl ... wii-b3.zip
-> ScummVM 1.7.0: http://www.mediafire.com/download/q2rbz ... wii-b2.zip
-> ScummVM 1.9.0: http://www.mediafire.com/file/y01mvf9ya ... wii-b3.zip
-> ScummVM 2.0.0: NEW! http://www.mediafire.com/file/4dyerl33k ... 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!
Last edited by AReim1982 on Wed Dec 27, 2017 9:34 am, edited 13 times in total.

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Strangerke
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Post by Strangerke » Tue Dec 10, 2013 3:03 pm

Excellent! Thanks a lot! :)

Zakwii
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Post by Zakwii » Wed Dec 11, 2013 11:36 am

Great to see someone working on the Wii port.
Everything seems to work fine.

However, there are still 2 bugs remaining.
First, a mouse cursor bug in FM-TOWNS games: http://sourceforge.net/p/scummvm/bugs/6108/

The second one affects the Tinsel engine as mentioned here: http://sourceforge.net/p/scummvm/bugs/6345/
- Discworld 1 CD crashes with this message: assertion "handle"< g_numHandles" failed : file "engines/tinsel/handle.cpp", line 329, function: byte* Tinsel::LockMEM(Tinsel::SCNHANDLE)
- Discworld 2 codes dump: 8010c0a0->8010c0a0->807ef224->807f7be8->807f8e88->80808218->80190ef8->8081ac80->8081b2c4

I hope you'll find a solution one day, but anyway thanks for the work.

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Strangerke
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Post by Strangerke » Wed Dec 11, 2013 11:53 am

I know there were recent commits to fix Tinsel's engine on BE systems... Is this binary based on Master, or on the 1.6.0 branch?

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LordHoto
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Post by LordHoto » Wed Dec 11, 2013 12:38 pm

Strangerke wrote:I know there were recent commits to fix Tinsel's engine on BE systems... Is this binary based on Master, or on the 1.6.0 branch?
It should be based on 1.6.0 (both the filename and the NEWS file seems to suggest that at least) which obviously doesn't contain the Tinsel fix yet.

Zakwii
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Joined: Wed Dec 11, 2013 10:23 am

Post by Zakwii » Wed Dec 11, 2013 2:00 pm

You're right, it seems based on 1.6. I compiled it with the master branch and the 2 dw games are working. This is great news, thank you!

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Badablek
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Post by Badablek » Sat Dec 21, 2013 9:48 am

thank you AReim1982 for this build.


I tried some games (classics like Indiana Jones and Day of The Tentacle), works great so far. I must retry with an old build, because it seems that your build takes some time before launching a game from USB (I though it has crashed the first time)...



BTW one really annoying bug is still there : when using mass add (by pressing UP on the D-Pad to change "Add" to "mass add"), scummvmwii makes a code dump everytime when scanning folders :(

I have at least 15 games (USB storage), and it's really a pain to add them, one by one. You'll make my day if you can fix this :D

Zakwii
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Joined: Wed Dec 11, 2013 10:23 am

Post by Zakwii » Sat Dec 21, 2013 9:56 pm

Yes, it's a bit slow when accessing sd, or usb. I think it has to do with the changes made in wii-fs.cpp.
The n64 backend fs might be interesting to look at. There are also unoffical wii versions, with the posix opendir etc from latest devkitppc.

AReim1982
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Joined: Tue Dec 10, 2013 1:56 pm
Location: Germany

Poor performance

Post by AReim1982 » Mon Dec 23, 2013 1:00 pm

Thank you for testing.

The function: stat has a very poor performance. I did some more changes on the code. Now my binary should be more faster.

The download link of my newest binary is on the first post.

Keep on testing... :D

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Badablek
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Post by Badablek » Thu Dec 26, 2013 10:13 am

Thanks, this build works much better when accessing USB (and probably SD). When I'll have time, I will try with Monkey Island 3 which is really hard to play because there is a lot of stuttering (from USB...it works great from SD)





I don't know if this can help, but I took a screenshot of the code dump when trying to use "mass add" (it happens after validating the master folder to scan)

Image

AReim1982
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Location: Germany

Post by AReim1982 » Wed Jan 08, 2014 7:48 am

Now I fixed the broken massadd feature. You can download my latest binary here:
-> http://www.mediafire.com/download/4ktyl ... wii-b3.zip

Thank you for testing.

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Badablek
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Post by Badablek » Wed Jan 08, 2014 6:53 pm

Thanks, mass add feature is now working without any code dump ;)

jason charles zero
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Joined: Thu Jan 03, 2013 7:03 pm

Post by jason charles zero » Sat Jan 11, 2014 5:57 pm

hi,

i have tested the new binary of your build (scummvm-1.6.0-wii-b3.zip).

system:
wii 4.3e
sandisk sdhc card

controllers:
nintendo wiimote plus (old one without problems in homebrew).
new nintendo wiimote plus (this one makes problem with older homebrew that is not compiled with latest DevKit libraries).
nintendo gamecube wired controller.

all controllers working without problems.

i have tested the loading from usb fat - partition.
this is working without issues.

thanks a lot for the work!

MaSSiVeRiCaN
Posts: 5
Joined: Wed Jan 15, 2014 5:46 pm

Post by MaSSiVeRiCaN » Wed Jan 15, 2014 7:09 pm

Wow very excited for this build, and very happy that the mass add feature which was broken in 1.5 has been resolved. Going to test sometime in the next couple of days and will post my results.

I have about 20+ games I've recently gotten a hold of that I need to add and it should make it much faster now that mass add is fixed. Can't wait and can't thank you enough for continuing to support the Wii port.

MaSSiVeRiCaN
Posts: 5
Joined: Wed Jan 15, 2014 5:46 pm

Post by MaSSiVeRiCaN » Thu Jan 16, 2014 5:16 am

I'm finishing setting things up and had a quick question regarding this Wii build. Does it support MP3, FLAC, or both for compressed audio?

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