Amiga.org
Amiga News and Community Announcements => Amiga News and Community Announcements => Amiga Software News => Topic started by: AmiKit on January 04, 2007, 10:29:37 PM
-
Uwe Ryssel has ported the latest version of ScummVM for 68k Amigas. It is a collection of interpreters, capable of emulating several adventure game engines like Monkey Island and others.
ScummVM mainly supports games created using SCUMM (Script Creation Utility for Maniac Mansion), used in various LucasArts games such as Monkey Island and numerous Humongous Entertainment games.
ScummVM also contains interpreters for several non-SCUMM games. Currently these are Beneath a Steel Sky, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins, Inherit the Earth: Quest for the Orb, Simon the Sorcerer 1 and 2, The Feeble Files and The Legend of Kyrandia.
Download it here. (http://freenet-homepage.de/uweryssel/scumm_en.html)
(Source: http://freenet-homepage.de/uweryssel/index_en.html)
-
Good luck running it on a "68k" real Amiga :crazy:
Anyway..great news, hope they do a WarpOS port so it's usable on real Amigas
-
They said in amiganews.de the developer who did this port had a problem with his ppc board, so there won't be any WOS version :-(
-
I also believe that it will be unusably slow on a 68k CPU, because i have tried the MOS port and it was.. not very enjoyable.
I hope that someone will make a WarpOS port eventually.
Edit: Ehm.. I just went to the website and... i see a WarpOS port. Anyway, i will test it later. I'm too tired now
-
Too bad the warpos version is old.
No nice developer who can do a compile or maybe a cross compile ?
-
I haven't tried that version but WarpScumm was quite fast years ago with a 060 and gfx card.
-
I downloaded and test it and this scumm not work! is a good idea, but uwe need to fix the bugs in this 68k version, but is a good have the lastest scummvm version for compatibility, but i think, monkey 3 on a 060 can be go very very very slow the only solution is a warpos version :P (on emulated 68k systems not problem, of coruse)
Regards and happy new year 2007 friends! :)
-
Just tried it now on a classic.
Intro on Monkey Island 2 runs fine.
Then I am left with a black screen.
-
Played around with some settings, can get a bit further and then black screen again.
-
Stuff like Fate of Atlantis is extremely playable on an 060 if you drop the audio rate. I felt like the previous version (0.7) was faster, though. There seems to be a bug, however, when exiting the program - it trashes something video-related, so I get an "Out of sync" error on my monitor. Happens both in 0.7 and 0.9.
WarpScumm had absolutely fantastic speed - shows you what an Amiga-optimized SDL library can do - but it's unfortunately only comparable to ScummVM 0.2 in terms of game compatibility.
-
Well if that coldfire or dragon or what ever it was actually exsisted, then this would be useable.
-
i tried this version on my amithlon system with athonxp 2600 and is slower than 0.7.1...
It has also many bugs..
I think is the rendering display available..
2x, advancemame2x, supereagle and supersai2 are very slow in this versione than previous 0.7.1..
-
@Matt_H
Really..so you mean if I for example drop down the sound to 11500khz it'll run smooth?
I had probs even with the speed of the menu operation of ScummVM itself..took ages for anything to happen when pressing a button (option)
Even the MOS version is a bit slow (MorphOS PowerUP)
-
ah not good news :( 68k is oK but i need WarpOS version!!
-
@ AMIGAZ
Not as smooth as the game running natively, but definitely playable without too much frustration. Note that this is only for low-res games with the most basic rendering engines. Monkey Island 3 is definitely too much for the 68K.
-
I don't see why it should be slow. If I understand ScummVM correctly, it is an interpreter for a common format of point-and-click game data files. Isn't that exactly what the original game does? If ScummVM runs natively on a 68k Amiga, I don't see why it should be any slower than the original game using the same data files, also running natively on a 68k Amiga.
--
moto
-
I don't really know but perphaps it's because it is using SDL. Every SDL based game that i have played is damn slow.
-
Have you tried fullscreen?
The source code I've seen for classic SDL is horribly inefficient for windowed mode.
I tried a port of ScummVM 0.9.1 using the old MorphOS backend updated a bit and modified, but it tends to crash a lot and doesn't work consistently (it may work on my A4000/060 but not under WinUAE and vice versa) so I never really bothered much with it. The problem seems to be related to the horrible quasi-threading for sound/timing.
-
@motorollin:
The interpretation of the game data files is
not the problem. The slow down is caused by
emulation of the sound card. The older games
haven't music data in a sample format. They
have commands for the sound card (Adlib or MIDI),
which have to be emulated. That's why the reduction
of the output rate will increase the game speed.
@AmigaMance:
It doesn't use SDL. It bases on Morphos-Backend.
@all:
At my side no bugs appear. Can you send me
your hardware and software configuration
so I can isolate the systems where these bugs
occur.
Uwe
-
Hi Uwe! I sent you an email, have you got it?
-
UweRyssel wrote:
The interpretation of the game data files is
not the problem. The slow down is caused by
emulation of the sound card. The older games
haven't music data in a sample format. They
have commands for the sound card (Adlib or MIDI),
which have to be emulated. That's why the reduction
of the output rate will increase the game speed.
Interesting. Why can't there be a separate programme which converts the Adlib/MIDI data to an IFF sound file? Then when the game runs, it can play the IFF sound file through the Amiga's native output instead of emulating a sound card.
--
moto
-
Uwe would you mind telling me what you're using to compile the code? I'm using a cobbled together GCC cross-compiler running under Windows and I'm having a hard time generating stable code that works across machines.
Do you have Amiga specific source or a makefile I can look at?
I'd love to have a stab at getting a really solid ScummVM for Classics.
-
I'm using native gcc 2.95.3. The last versions including 0.7.1 were done with StormC4.
There are some minor modifications in common
ScummVM code and major modifications in the backend
code. I changed the confik.mak and config.h files a bit, too. I can send you the files if you post me your eMail address (you can find my addr. on my homepage).
-
How does Doom Attack emulate the Doom Midi music so fast?