Foxtail

General chat related to ScummVM, adventure gaming, and so on.

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GusCE6
Posts: 18
Joined: Wed Nov 07, 2018 9:50 pm

Foxtail

Post by GusCE6 »

I was just wondering if there were any plans for making this game playable on SCUMMVM, since the latest version still can't handle it. The Wintermute Engine being altered is the problem?

I know there was an effort earlier, but I haven't heard anything else about it since.

lb_ii
Posts: 2
Joined: Mon Jul 23, 2018 10:50 pm

Re: Foxtail

Post by lb_ii »

GusCE6 wrote:
Tue Dec 03, 2019 8:43 pm
I was just wondering if there were any plans for making this game playable on SCUMMVM, since the latest version still can't handle it.
The latest version still can't handle it, but you can try the latest development build: https://buildbot.scummvm.org/builds.html
FoxTail 1.2.527.3391 (current latest build, available at GOG & Steam) is completable with development version of ScummVM.
I have just recently finished playtesting it on Nindendo Switch.
I have also checked that it at least starts on eeePC with 512Mb RAM, while original foxtail.exe does not.
There are some 4 minor bugs left, but those does not affect gameplay much: visual glitches during save/load, extra "^" characters in books - those kind of minor bugs :D
I'm going to fix those too.
GusCE6 wrote:
Tue Dec 03, 2019 8:43 pm
I know there was an effort earlier, but I haven't heard anything else about it since.
Sorry for being missing for a long time, I had some stuff to deal with...
Now I'm back and working on FoxTail support again.
GusCE6 wrote:
Tue Dec 03, 2019 8:43 pm
The Wintermute Engine being altered is the problem?
Yes, there are dozens of changes between original Wintermute Engine and the one that comes with FoxTail.
And every new FoxTail release brings new differencies, which means that every next chapter will not be working with ScummVM on release day until someone implement support for new features again.

GusCE6
Posts: 18
Joined: Wed Nov 07, 2018 9:50 pm

Re: Foxtail

Post by GusCE6 »

That is excellent news indeed! And a compliment to you, you being someone whom actually works to SOLVE a problem.

Trust me, if anyone knows about how different "Foxtail" is from the normal Wintermute Engine, it's me. It took quite a bit of effort and some luck to get the game running on the ancient 2001 Sony VAIO. Even then it will not run without SwiftShader 2.1, and an XML file to get the game to use DirectX instead of OpenGL. Would this affect how it works with SCUMMVM?

Over at both GOG and Steam there are people having trouble getting this game to run. At GOG someone suspects it has to do with the way a computer handles sound, by changing his settings he managed to get it running. Another suspects (Linux version) that it could be hyperthreading.

But if SCUMMVM can run the standalone GOG version that is a good remedy. I get "MYST Masterpiece Edition" running in this way on the Sony. By the by, thanks to SCUMMVM CE 1.3.1 even the crummy little netbook now has a good selection of games, along with PocketDOS and pckDOSBox v0.63.


Now, I do have some programming skill, but the biggest problem is getting help to get started- that seems to count as one of the Labors of Hercules. If you can help me figure out how to try and get things running on SCUMMVM, I too would work on "Foxtail" for this app. Then there would be two people working on it and we could share both successes and failures to zero in on problems.

I would work on this with the 2012 ASUS. Be assured it has more than enough to handle any such project.


(UPDATE: I just tried it. Seeing it WORK on SCUMMVM really made my day- congratulations on your technical skill!)

Thanks again!

GusCE6
Posts: 18
Joined: Wed Nov 07, 2018 9:50 pm

Re: Foxtail

Post by GusCE6 »

I've tested this version of SCUMMVM on three different devices:

1) A 2012 Windows 8/Puppy Linux 6.0.5 Tahrpup 8GB RAM ASUS (very formidable);

2) A 2001 Sony VAIO Windows XP (Home Edition Service Pack 3)/Puppy Linux 5.2.5 Lucid 256MB RAM;

3) A somewhat superior to the Sony 2002 Dell, same Operating Systems and RAM, Service Pack 2 for XP.


Foxtail will start on devices with 256MB RAM, but see below.


So far "Foxtail" works well, the only problem- if you want to call it that- is that instead of glowing rocks on Load screens you get an orange bar. Leah might bump into that striped post when first leaving the train station for a split second, but that's nothing. Saving games works fine, and removing autosave prevents split-second interruptions.


But there are two very significant things that have happened:

1) This version of SCUMMVM will start with WINE on Puppy Linux 5.2.5 Lucid, as did earlier ones. Attempting to run "Foxtail" however results in the program crashing. Tinkering with the settings, especially choosing OpenGL, made it worse. On a hunch I dropped the three "SwiftShader 2.1" files (d3d8.dll, d3d9.dll, and SwiftShader.ini) into the SCUMMVM folder, set WINE to choose the first two files "natively," then tried again- and it worked.

This is VERY significant because all other efforts to get "Foxtail" running on Puppy Linux 5.2.5 Lucid failed. Whether it's because of the older hardware or Lucid itself is impossible to determine (5.2.5 will not install on the ASUS), and the Linux version of the game cannot run because GLIBC 2.27 cannot be installed on Lucid. This is the first time it worked. Note that the ASUS needed no such tinkering in Tahrpup mode.


2) On another hunch I tried using this version of SCUMMVM with the Steam version of "Foxtail. I did not expect it to work since it requires both the Steam app AND an Internet connection to work- but it did. Just fine.


Therefore people who are having difficulties getting the game to run now have an option. People with old devices using Puppy Linux may be able to get this game working, even if they must use SwiftShader as well.



I don't know if this has anything to do with RAM, which you mentioned: the game programmers say the game itself does not need 512 MB RAM to run. It does run fine by itself on the 256MB Dell. The Sony however needs SwiftShader 2.1 to run the game and to run SCUMMVM.

SwiftShader is a "software-based solution" to rendering problems. As you likely guessed from the names of the files it intercepts a game or application's rendering calls and handles them itself. 3.0 and above need the SSE2 instruction set to work (the Dell has Pentium 4 so fine, but the Sony has Pentium 3- so no SSE2); 2.1 and earlier do not. I won't list all of the games SwiftShader has gotten running on the Sony- and "Undertale" won't run on the Dell without it- but it is impressive.

But it's possible that SwiftShader can overcome certain memory restrictions. RAM is not an absolute in any case, or the Sony could not run "Plants Vs. Zombies GOTY" as well as it does. But "Foxtail" runs by itself on a 256MB 2002 Dell laptop. The Dell has a GeForce 2 Mobile graphics chip while the Sony has an old Intel Integrated chip- could this be a factor?


If you don't mind could I post a link to this version of SCUMMVM?

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