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ScummVM on Dingoo Linux (v0.2 released)

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Re: ScummVM on Dingoo Linux

Postby steolo on Wed Jul 08, 2009 3:23 pm

Hi to everybody!
Where I have to put VK on scummvm and how can I open it with Monkey2?
(I use dmenu for dingux)
Many thanks!!!
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Re: ScummVM on Dingoo Linux

Postby eule on Wed Jul 08, 2009 9:49 pm

That won´t work actually. You´ll have to make a savegame with scummVM for Windows and load that on the dingoo.
Anonymous said: is a fake.
Tobias said: it seems to run very slow ...so it could be real ...
Eläkeläiset - Humppa rules!
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Re: ScummVM on Dingoo Linux

Postby jp1 on Fri Jul 10, 2009 8:09 pm

Would anyone mind saying what version of Monkey Island they are using that works? They all have very choppy sound for me.
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Re: ScummVM on Dingoo Linux

Postby ChaoticBob on Thu Jul 16, 2009 2:43 pm

Version 0.2 changes:

Curse of Monkey Island now works. It runs nearly full-speed, totally playable. Any other games that use VGA graphics should work as well. Not sure how well the ship combat in the middle will work though :lol:.

It's now using the latest SVN version of ScummVM so some more games should be supported.

Left trigger is now mapped to "0" so you should be able to get through copy protection dialogs.

Start and Select keys swapped around, Start is menu key Select is skip cinematic.

Fixed crash when pressing menu key again while in the menu.

One thing to note is I've made some fairly large changes and due to the fact ScummVM supports so many games I can't really test any significant amount of them. So it would be great if you could post up what games you get working.

Another thing, I have a bad feeling the older version may have been built with no optimization flags at all :shock: (why wouldn't they use -O2 by default?). So it may be possible this version will be a hell of a lot faster :D.

New version, saving works with latest version of Dingux

Static Binary (DingooFiles, might not be updated yet)
Mirror

Source (DingooFiles)
Mirror
Last edited by ChaoticBob on Tue Jul 21, 2009 8:02 am, edited 2 times in total.
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Re: ScummVM on Dingoo Linux

Postby mortys on Thu Jul 16, 2009 3:02 pm

Thanks for the update ChaoticBob
Maybe you know, but the ScummVMDS don't have any proble with copy protection. Maybe you can ask to AgentQ or look at the sources to bypass the protection for the Dingoo Build. And one more suggestion : maybe the idea of the "specific controls" used in the Ds version can be used for the Dingoo too (like in India Jones for the Fight).
That was just suggestions and a big thanks for your work.
Edit : Can you implement a system to speed up the crosshair (by pressing L or R for example)
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Re: ScummVM on Dingoo Linux

Postby ChaoticBob on Thu Jul 16, 2009 3:15 pm

mortys wrote:Thanks for the update ChaoticBob
Maybe you know, but the ScummVMDS don't have any proble with copy protection. Maybe you can ask to AgentQ or look at the sources to bypass the protection for the Dingoo Build. And one more suggestion : maybe the idea of the "specific controls" used in the Ds version can be used for the Dingoo too (like in India Jones for the Fight).
That was just suggestions and a big thanks for your work.


Sure I'll have a look at that, it would be nice to disable them, I mean they're already disabled in the sense you don't need the right answer so it would seem sensible to just remove them entirely. The extra controls are on the TODO list as well.
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Re: ScummVM on Dingoo Linux

Postby mortys on Thu Jul 16, 2009 4:43 pm

Thx for the precisions, if you need any help (not in coding) or testing...
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Re: ScummVM on Dingoo Linux

Postby ingood on Fri Jul 17, 2009 4:36 pm

ChaoticBob wrote:
mortys wrote:Thanks for the update ChaoticBob
Maybe you know, but the ScummVMDS don't have any proble with copy protection. Maybe you can ask to AgentQ or look at the sources to bypass the protection for the Dingoo Build. And one more suggestion : maybe the idea of the "specific controls" used in the Ds version can be used for the Dingoo too (like in India Jones for the Fight).
That was just suggestions and a big thanks for your work.


Sure I'll have a look at that, it would be nice to disable them, I mean they're already disabled in the sense you don't need the right answer so it would seem sensible to just remove them entirely. The extra controls are on the TODO list as well.

I believe the one for Monkey Island 2 is still in there because the code is too closely tied to the Easy Mode/Full Mode selection menu that appears immediately after. Apparently if you remove the copy protection you lose that option screen.
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Re: ScummVM on Dingoo Linux (v0.2 released)

Postby quadomatic on Sat Jul 18, 2009 2:50 am

ChaoticBob: You were right about the cannon scene. I couldn't leave the cannon, and I couldn't control the movement of it. I could only control when it shot. When I hit select to go to the menu, the game crashed. If you have a save from right after the cannon scene, could you upload it? I could stick it on the DingooWiki.

Other than that though, this is fantastic work. Even the GP2X in the prime of its life didn't do COMI this well.
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Re: ScummVM on Dingoo Linux (v0.2 released)

Postby quadomatic on Sat Jul 18, 2009 4:36 am

Do you think Residual (GrimE) could be compiled for the Dingoo? According to the FAQ, it could be compiled to run on any platform supporting SDL. It would be interesting if only for a proof of concept.
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