FM Town Voices in Ultima VI

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ecto
Posts: 2
Joined: Mon Nov 15, 2021 7:44 am

Re: FM Town Voices in Ultima VI

Post by ecto »

Praetorian wrote: Tue Nov 16, 2021 1:23 pm
Could you try with one of the daily builds for ScummVM ("ScummVM latest Branch master" column) https://buildbot.scummvm.org/#/dailybuilds

I'm seeing a strange behavior, whereby the debug builds launch the game but the release builds exit without a message right after loading SOUNDS1.DAT or segfault at the start of the game. The daily builds are debug builds so they should work ok.

I cannot say what is causing this though, yet.
That works!

'Tis the first time I hear Lord British speak! (Well, I played IX only with the fan patch...)
Thanks for helping!

Here is the Win64 log (though it's not too helpful I guess!)

Code: Select all

[2021-11-16 20:49:42] --- Log opened.
[2021-11-16 20:50:02] Running Ultima VI - The False Prophet - Enhanced (DOS/English)
[2021-11-16 20:50:02] converse.a: 9f77c84a03efc77df2d53544d1275da8, 167604 bytes.
[2021-11-16 20:52:23] WARNING: No voice is available for language: en!
[2021-11-16 20:52:23] --- Log closed successfully.
Nebelmann
Posts: 2
Joined: Tue Apr 18, 2023 11:14 am

Re: FM Town Voices in Ultima VI

Post by Nebelmann »

Praetorian wrote: Tue Nov 16, 2021 1:23 pm
ecto wrote: Mon Nov 15, 2021 9:54 am Hi,
somehow I can't get this to work.
I'm using Win64 ScummVM 1.5.0 and as soon as I have the townsu6 folder inside the regular u6 folder, ScummVM crashes. There is no log to speak of. There is not even an entry for loading u6...

I tried the same on my Raspberry Pi 4. There at least was an error message:

Code: Select all

Executing: bash /home/pi/RetroPie/roms/scummvm/+Start\ ScummVM_mod.sh "ultima6_enh"
Using game controller: X360 Controller
Virtual keyboard pack 'vkeybd_default' loaded successfully
User picked target 'ultima6_enh' (engine ID 'ultima', game ID 'ultima6_enh')...
   Looking for a plugin supporting this target... Ultima
Using game controller: X360 Controller
corrupted size vs. prev_size while consolidating
/home/pi/RetroPie/roms/scummvm/+Start ScummVM_mod.sh: Zeile 4: 13805 Abgebrochen             /opt/retropie/emulators/scummvm/bin/scummvm --fullscreen --joystick=0 $game
Any ideas?
Could you try with one of the daily builds for ScummVM ("ScummVM latest Branch master" column) https://buildbot.scummvm.org/#/dailybuilds

I'm seeing a strange behavior, whereby the debug builds launch the game but the release builds exit without a message right after loading SOUNDS1.DAT or segfault at the start of the game. The daily builds are debug builds so they should work ok.

I cannot say what is causing this though, yet.
Hello!

I got the same problem, but it happens also with the actual daily build. I tried it with version 2.7.0 and 2.8.0 on windows 11 and with version 2.5.0 (sdl1) and 2.7.0 on raspberry pi 4. Everytime i load the game scummvm quits. Without the townsu6 folder everything works fine. Has anyone an idea how to solve this problem and get the speech working?
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Praetorian
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Re: FM Town Voices in Ultima VI

Post by Praetorian »

Nebelmann wrote: Tue Apr 18, 2023 1:57 pm
Praetorian wrote: Tue Nov 16, 2021 1:23 pm
ecto wrote: Mon Nov 15, 2021 9:54 am Hi,
somehow I can't get this to work.
I'm using Win64 ScummVM 1.5.0 and as soon as I have the townsu6 folder inside the regular u6 folder, ScummVM crashes. There is no log to speak of. There is not even an entry for loading u6...

I tried the same on my Raspberry Pi 4. There at least was an error message:

Code: Select all

Executing: bash /home/pi/RetroPie/roms/scummvm/+Start\ ScummVM_mod.sh "ultima6_enh"
Using game controller: X360 Controller
Virtual keyboard pack 'vkeybd_default' loaded successfully
User picked target 'ultima6_enh' (engine ID 'ultima', game ID 'ultima6_enh')...
   Looking for a plugin supporting this target... Ultima
Using game controller: X360 Controller
corrupted size vs. prev_size while consolidating
/home/pi/RetroPie/roms/scummvm/+Start ScummVM_mod.sh: Zeile 4: 13805 Abgebrochen             /opt/retropie/emulators/scummvm/bin/scummvm --fullscreen --joystick=0 $game
Any ideas?
Could you try with one of the daily builds for ScummVM ("ScummVM latest Branch master" column) https://buildbot.scummvm.org/#/dailybuilds

I'm seeing a strange behavior, whereby the debug builds launch the game but the release builds exit without a message right after loading SOUNDS1.DAT or segfault at the start of the game. The daily builds are debug builds so they should work ok.

I cannot say what is causing this though, yet.
Hello!

I got the same problem, but it happens also with the actual daily build. I tried it with version 2.7.0 and 2.8.0 on windows 11 and with version 2.5.0 (sdl1) and 2.7.0 on raspberry pi 4. Everytime i load the game scummvm quits. Without the townsu6 folder everything works fine. Has anyone an idea how to solve this problem and get the speech working?
It could be a potential regression. I suggest reporting it on our bug tracker:
https://docs.scummvm.org/en/latest/help ... _bugs.html
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dreammaster
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Re: FM Town Voices in Ultima VI

Post by dreammaster »

If you could post a bug report, that'll be the best course of action. I'm the one most familiar with the engine, but the next few weeks I'm not sure how much time I'll have for ScummVM, due to real life considerations. A bug report will hopefully help remind me when I come back. And sorry about any delay.
Nebelmann
Posts: 2
Joined: Tue Apr 18, 2023 11:14 am

Re: FM Town Voices in Ultima VI

Post by Nebelmann »

dreammaster wrote: Wed Apr 19, 2023 10:03 pm If you could post a bug report, that'll be the best course of action. I'm the one most familiar with the engine, but the next few weeks I'm not sure how much time I'll have for ScummVM, due to real life considerations. A bug report will hopefully help remind me when I come back. And sorry about any delay.
Ok, i reported the bug and i attached the logfile from scumm 2.7 on windows. Could it be, the files in my fm-towns folder are faulty? scummvm crashes everytime when 'converse.a' should be loaded...

This is the log:

Code: Select all

[2023-04-18 12:11:15] ScummVM 2.7.0 (Feb 14 2023 14:26:43)
[2023-04-18 12:11:15] Vorbis FLAC MP3 RGB zLib MPEG2 FluidSynth Theora AAC A/52 FreeType2 FriBiDi JPEG PNG GIF taskbar TTS cloud (servers, local) TinyGL OpenGL (with shaders) 
[2023-04-18 12:11:15] --- Log opened.
[2023-04-18 12:11:18] Running Ultima VI: The False Prophet - Enhanced (DOS/English)
[2023-04-18 12:11:18] converse.a: 5065716423ef1389e3f7b4946d815c26, 162615 bytes.
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Praetorian
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Re: FM Town Voices in Ultima VI

Post by Praetorian »

Nebelmann wrote: Fri Apr 21, 2023 6:37 pm
dreammaster wrote: Wed Apr 19, 2023 10:03 pm If you could post a bug report, that'll be the best course of action. I'm the one most familiar with the engine, but the next few weeks I'm not sure how much time I'll have for ScummVM, due to real life considerations. A bug report will hopefully help remind me when I come back. And sorry about any delay.
Ok, i reported the bug and i attached the logfile from scumm 2.7 on windows. Could it be, the files in my fm-towns folder are faulty? scummvm crashes everytime when 'converse.a' should be loaded...

This is the log:

Code: Select all

[2023-04-18 12:11:15] ScummVM 2.7.0 (Feb 14 2023 14:26:43)
[2023-04-18 12:11:15] Vorbis FLAC MP3 RGB zLib MPEG2 FluidSynth Theora AAC A/52 FreeType2 FriBiDi JPEG PNG GIF taskbar TTS cloud (servers, local) TinyGL OpenGL (with shaders) 
[2023-04-18 12:11:15] --- Log opened.
[2023-04-18 12:11:18] Running Ultima VI: The False Prophet - Enhanced (DOS/English)
[2023-04-18 12:11:18] converse.a: 5065716423ef1389e3f7b4946d815c26, 162615 bytes.
The log matches up with mine when running the GOG version (no FM Towns stuff) and that one still launches ok. It's not indicative that it fails to load "converse.a".
neilworms
Posts: 2
Joined: Sun Nov 12, 2023 3:26 am

Re: FM Town Voices in Ultima VI

Post by neilworms »

FM Towns support for Ultima VI is broken again. I've tried this on both yesterdays daily build in windows, linux on the steam deck (nov 15th version) 2.7.1 and the daily build on windows x64 - 2.8.0git9371-g56e6e2c06b4 (Nov 17 2023 04:46:47). I also tried the stable windows version a few days ago. Basically the game is crashing the moment you get beyond the main menu and you click "Journey Onwards".

I found the following bug in the log on both the linux version and daily windows 2.8 version:
[2023-11-19 13:19:38] Running Ultima VI: The False Prophet - Enhanced (DOS/English)
[2023-11-19 13:19:38] converse.a: 5065716423ef1389e3f7b4946d815c26, 162615 bytes.
Top

(I previously posted this on the wrong thread if this looks familiar to you guys)
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Praetorian
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Re: FM Town Voices in Ultima VI

Post by Praetorian »

neilworms wrote: Sun Nov 19, 2023 9:57 pm FM Towns support for Ultima VI is broken again. I've tried this on both yesterdays daily build in windows, linux on the steam deck (nov 15th version) 2.7.1 and the daily build on windows x64 - 2.8.0git9371-g56e6e2c06b4 (Nov 17 2023 04:46:47). I also tried the stable windows version a few days ago. Basically the game is crashing the moment you get beyond the main menu and you click "Journey Onwards".
Please open a ticket on the ScummVM bug tracker (https://bugs.scummvm.org) for this issue.

How to report a bug: https://docs.scummvm.org/en/latest/help ... _bugs.html

The part of the log you've posted does not indicate any bug. You may have to run the game with a higher debug level to get a more detailed log that may contain pertinent info on the issue.
neilworms
Posts: 2
Joined: Sun Nov 12, 2023 3:26 am

Re: FM Town Voices in Ultima VI

Post by neilworms »

Thanks, doing so shortly. I'll read into how to get better logging too.
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