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author | Cameron Cawley | 2019-11-10 16:34:25 +0000 |
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committer | Eugene Sandulenko | 2019-11-17 22:33:56 +0100 |
commit | f2b9f7bb76c041825bef1dcee3abf17d923898da (patch) | |
tree | 9ead87f005a086b6c1cb2cfe4e81d846e3e691dc /backends/platform/wince/README-WinCE.txt | |
parent | c5a5e0f68a8d740f37f234e773988e8f58273466 (diff) | |
download | scummvm-rg350-f2b9f7bb76c041825bef1dcee3abf17d923898da.tar.gz scummvm-rg350-f2b9f7bb76c041825bef1dcee3abf17d923898da.tar.bz2 scummvm-rg350-f2b9f7bb76c041825bef1dcee3abf17d923898da.zip |
BACKENDS: Remove the Windows CE port
Diffstat (limited to 'backends/platform/wince/README-WinCE.txt')
-rw-r--r-- | backends/platform/wince/README-WinCE.txt | 823 |
1 files changed, 0 insertions, 823 deletions
diff --git a/backends/platform/wince/README-WinCE.txt b/backends/platform/wince/README-WinCE.txt deleted file mode 100644 index 0626f7b022..0000000000 --- a/backends/platform/wince/README-WinCE.txt +++ /dev/null @@ -1,823 +0,0 @@ -ScummVM Windows CE FAQ -Last updated: 2011-12-05 -Release version: x.x.x ------------------------------------------------------------------------- - -New in this version -------------------- -x.x.x: -- Removed FLAC support for audio datafiles (now for real, this was originally - announced for 1.0.0, but the library was still included until now). This is - done because of size constrains of the executable and also FLAC on a mobile - device isn't really recommended - so please use MP3 or Ogg for your audio - datafiles. - -1.4.0: -- Changed the memory management so that it is finally possible to break the - 32MB per process barrier on Windows CE. It should be possible now (finally) - to play nearly every game with the "big" binary (scummvm.exe, which includes - all game engines). -- Changed default values for "high_sample_rate" & "FM_high_quality" to "true" - as most devices today are fast enough to handle this. It's still possible to - set this to "false" if you have a slower device. -- Fix for TeenAgent & Hugo engines (both weren't running at all, crashed right - at the beginning) -- Discworld 2 is now playable (works now because of the new memory management) -- Replaced the game mass-adding functionality with the functionality used on - all other platforms. It now shows progress while searching for games. -- Mapped "Skip" button to F10 for AGI games -- Mapped "Multi Function" to F10 in Simon 1 & 2 (enables hotspot highlighting) - -1.3.1: -- Fix for Normal2xAspect scaler which was causing screen update issues in some - games. -- Fix for Normal1xAspect scaler which caused problems in the bottom part of the - screen when toolbar was hidden. -- Fix for freelook mode. -- Fix for timer manager, caused timing issues in some games. -- Activated runtime language detection for ScummVM gui. -- Toolbar is now hidden when returning to the game list. -- Double-tap right-click emulation is now turned off for SCI games by default. -- Added a new option "no_doubletap_paneltoggle" for scummvm.ini to disable - toolbar toggling when double-tapping on the top part of the screen. -- SDL library related fixes: - * Fix for screen/mouse-cursor rotation issues (fixes erratic touchscreen - behaviour) - * Fix for hardware keyboard on some devices (HTC Touch Pro, etc.) - -1.3.0: -This is the first official Windows CE release since 1.1.1. - -The following new engines are now included (changes since last WinCE release): - - Draci Engine (Dragon History) - - Hugo Engine (Hugo Trilogy) - - Mohawk Engine (Myst, Riven, Living Book games & Where in Time is Carmen - Sandiego?) - - SCI Engine (Sierra SCI games, see main README for a list of supported games) - - Toon Engine (Toonstruck) - -Also, there are now 4 binaries in this distribution, a single executable -which contains all engines (for devices with enough memory) and 3 smaller -binaries which contain only some of the engines. The following lists all -executables and the engines they contain: - -scummvm.exe: - - all supported engines -scummvm1.exe: - - scumm, agi, cruise, draci, lure, queen, sky, sword1, tinsel, touche -scummvm2.exe: - - agos, cine, drascula, gob, groovie, kyra, made, parallaction, saga, - teenagent, tucker -scummvm3.exe: - - hugo, mohawk, sci, sword2, toon, tsage - -There are no other port specific changes. - -1.2.1: -(Note: No official 1.2.1 release) - -1.2.0: -(Note: No official 1.2.0 release) - -1.1.1: -Fix to the Normal2xAspect scaler that was causing crashes. - -1.1.0: -The TeenAgent engine is now included, but there are no other port specific -changes since 1.0.0. - -This are 3 binaries in this distribution. Combining all the engines into a -single executable produces something that is too large to run on most -devices. We have therefore split the engines roughly into two and built 2 -separate exes as follows: - -scummvm1.exe: - - scumm, sword1, sword2, queen, sky, lure, agi, touche, tinsel, cruise -scummvm2.exe: - - gob, cine, saga, kyra, agos, parallaction, drascula, groovie, tucker, made, - teenagent - -For those lucky enough to have devices with enough memory we also have a -combined executable scummvm.exe which contains all of those engines. - -1.0.0: -(Note: No changes since 1.0.0rc1) -This version features optimized ARM assembly versions for the Smartphone, -Normal2x and Normal2xAspect scalers, courtesy of Robin Watts. There should -be a speed improvement when using these scalers. - -Also new is the aspect 2x upscaling mode, which is auto detected and used -when the scaler is set to (normal) 2x mode and the panel is hidden. Hence, -a 320x200 game running on a VGA or higher resolution device will be -aspect scaled to fill the 640x480 screen. - -Be aware that Discworld 2 tries to allocate a big chunk of memory (10 MB) -and this will fail on many devices (file under the not enough memory -category). - -From this version on, we're dropping support for FLAC and MPEG-2. The first -is a pain to maintain, while the second has been gradually phased out in -scummvm. Be sure to update your add-on packs and/or recompress your sound. - - ------------------------------------------------------------------------- - -This document is intended to give common answers to specific ScummVM -issues on Windows CE, in 3 sections - * "General questions" : browse this section to get started and see - general issues - * "Game specific questions" : lists some common game specific issues - * "Support and links" : how to get support if you're still puzzled - ------------------------------------------------------------------------- -General questions ------------------------------------------------------------------------- - -Which devices are supported ? ------------------------------ - -Official build --------------- - -The official build is based on the ARM architecture and should work with any -Pocket PC 2002, Pocket PC 2003, Pocket PC 2003 SE, Smartphone 2002, -Smartphone 2003 or Windows Mobile 5 and 6 based device. It is known to work -on Pocket PC 2000 devices, but it has not been officially tested. - -Support for old ARM architectures (Handheld PCs, Palm Size PCs) and other CPUs -(MIPS, SH3) is discontinued. Feel free to generate builds for these -architectures and contact us to include them on ScummVM website. - -Games supported ---------------- - -The Windows CE port of ScummVM supports all available game engines. - -ScummVM distinguishes devices based on two characteristics: Type and resolution. -Supported types of devices are Smartphones (usually no stylus) and Pocket PCs -(stylus). The supported resolutions are 176x220 (Smartphone), 240x240 (QVGA -square), 240x320 (QVGA), 320x240 (QVGA landscape), 480x640 (VGA). Devices with -resolutions larger than VGA should also be supported with automatic screen -centering. - -* Low resolution Smartphones (176x220) - -Support is only provided for all 320x200 or 320x240 games. The font can get -hard to read (you should prefer talkie games, or wear glasses :-P) -Games with 640x480 resolution such as COMI or BSWORD cannot be scaled down -to this resolution and still be playable. - -* QVGA square devices (240x240) - -Only 320x200 or 320x240 games are supported due to lack of downsampling scaler. - -* QVGA Pocket PCs or Smartphones (240x320 or 320x240) - -All games are playable in these devices. Landscape devices may not be able to -rotate the screen around. - -* VGA (640x480) or higher Pocket PCs - -All non VGA games should work properly on these devices. They can be resized -with different scalers. Moreover, VGA games will be displayed in true VGA mode. - -Partial / Discontinued support ------------------------------- - -Support for the following devices is not complete, not working properly or -discontinued because the device is now obsolete. Feel free to contribute and -improve the port for your favorite device, or use the last release built with -the previous port architecture (0.5.1) which was less resource hungry and -supported more exotic devices. - -* "Palleted" devices (non "true color") - -These devices will be supported through the GDI layer which will slow down the -games a lot. You can try to disable the music/sound effects to get a better -game experience. - -* "Mono" devices - -I don't even think anything will be displayed on these devices :) you can try -and report your success ... - -How do I install ScummVM for Windows CE ? ------------------------------------------ - -Simple! Unpack the release package on your desktop pc, then copy all its -contents to a folder on your device. Typically, you should at least have -scummvm.exe, modern.ini and modern.zip in the same directory. Finally, upload -your beloved games and fire it up :-) - -Some devices (like Pocket PC 2000) require GAPI to be present. - -How do I install a game ? -------------------------- - -You'll at least need to copy all the data files from your game, in a -sub-directory of your game directory. - -You'll need to put the data files in a directory named after ScummVM game -name (see "Supported Games" section in ScummVM readme) for the games having -"generic" data files (.LFL files). Recent games can be put in any directory. - -You can compress the multimedia files (sound/video) as described in the -ScummVM readme. - -You can compress the audio tracks of Loom or Monkey Island 1 as described in -the ScummVM readme. If you are running these games on a slow device with Ogg -Vorbis compression, it's recommended to sample the files to 11 kHz (this sample -rate is not supported by other versions of ScummVM). - -If you need more details, you can check SirDave's mini-manual online available -at: https://forums.scummvm.org/viewtopic.php?t=936 -and at: http://www.pocketmatrix.com/forums/viewtopic.php?t=8606 - -How do I run a game ? ---------------------- - -If it's the first time you're running ScummVM for Windows CE, have installed or -removed games, you need to rescan your game directory. - * Select Add Game, tap the root directory of your games, and tap "Yes" to begin - an automatic scan of the installed games. - -Usually all games are detected and you can start playing right away. If your -game is not detected check its directory name and your data files. - -To play a game, tap on its name then tap the "Start" button or double tap its -name. - -How do I play a game on a Pocket PC or Handheld PC device ? ------------------------------------------------------------ - -The stylus is your mouse cursor, and a tap is a left mouse button click. - -As the Pocket PC lacks some keys, a toolbar is displayed at the bottom of the -screen to make the most common functions just a tap away - * The disk icon opens ScummVM options menu to save your game, or change your - current game settings (depends on the game) - * The movie icon skips a non interactive sequence, the current dialog or - behaves like the ESC key on a regular keyboard (depends on the game) - * The sound icon turns all sound effects and music off and on - * The key icon allow you to map a key action to a device button - * The monkey icon switches between portrait, landscape and inverse landscape - mode (depends on the display drivers) - -You can map additional actions on your device hardware buttons using the -"Options" / "Key" menu in the ScummVM options menu. To associate an action to -a key, tap the action, then the "Map" button and press the hardware key. -The following actions are available : - - * Pause : pause the game - * Save : open ScummVM option menu - * Quit : quit ScummVM (without saving, be careful when using it) - * Skip : skip a non interactive sequence, the current dialog or - behaves like the ESC key on a regular keyboard - All AGI games -> F10 to quit full-screen dialogs - * Hide : hide or display the toolbar - * Keyboard : hide or display the virtual keyboard - * Sound : turns all sound effects and music off and on - * Right click : acts as a right mouse button click - * Cursor : hide or display the mouse cursor - * Free look : go in or out of free-look mode. In this mode, you can tap - the screen to look for interesting locations without - walking. Click a second time near the pointer's location - equals to a left click. - * Zoom up : magnify the upper part of the screen for 640x480 games - rendered on a QVGA device. - * Zoom down : magnify the lower part of the screen for 640x480 games - rendered on a QVGA device. - * Multi Function : performs a different function depending on the game : - Full Throttle -> win an action sequence (cheat) - Fate of Atlantis -> sucker punch (cheat) - Bargon -> F1 (start the game) - All AGI games -> bring up the predictive input dialog - Simon 1 & 2 -> highlight all hotspots in screen - * Bind keys map a key action to a device button - * Up,Down,Left : - Right, : emulate mouse/stylus behavior - Left Click : - -The default key bindings for Pocket PCs are (note that not all keys are mapped): - * Up, Down, Left, Right : (dpad) arrow keys - * Left Click : softkey A - -If you start a game when a Right click mapping is necessary, ScummVM will ask -you to map one of your hardware key to this action before playing. Just press -the key you want to map if you see this message. - -Notes: -- THE TOOLBAR CAN BE CYCLED BY DOUBLE TAPPING (SEE BELOW) -- YOU MUST HIDE THE TOOLBAR TO SCROLL THROUGH THE INVENTORY IN ZAK -- YOU MUST DISPLAY THE KEYBOARD TO FIGHT IN INDIANA JONES 3 -- YOU MUST MAP THE RIGHT CLICK ACTION TO PLAY SEVERAL GAMES -- YOU MUST USE THE FREE LOOK ACTION TO PLAY LURE OF THE TEMPTRESS - -How do I hide the toolbar ? ---------------------------- - -Note: THIS IS A VERY USEFUL AND SOMETIMES NECESSARY SHORTCUT - -Double tapping the stylus at the top of the screen will switch between a -visible toolbar panel, a virtual keyboard, and hiding panel. If any part of -the screen is obscured by the toolbar (like the load/save game dialogs) you can -use the invisible panel mode to get to it. For 320x200 games on QVGA Pocket -PCs, when the panel is hidden the game screen is resized to 320x240 (aspect -ratio correction) for better gaming experience. - -How do I play a game on a Smartphone device ? ---------------------------------------------- - -On non-stylus devices, the mouse cursor is emulated via a set of keys. -The cursor will move faster if you keep the key down. You can tweak this -behaviour in the configuration file described below. - -Here is -the list of available actions for Smartphones: - - * Up,Down,Left : - Right, : emulate mouse/stylus behavior - Left Click : - Right Click : - * Save : open ScummVM option menu - * Skip : skip a non interactive sequence, the current dialog or - behaves like the ESC key on a regular keyboard - * Zone : switch between the 3 different mouse zones - * Multi Function : performs a different function depending on the game - Full Throttle -> win an action sequence (cheat) - Fate of Atlantis -> sucker punch (cheat) - Bargon -> F1 (start the game) - All AGI games -> bring up the predictive input dialog - * Bind keys : map a key action to a device button - * Keyboard : hide or display the virtual keyboard - * Rotate : rotate the screen (also rotates dpad keys) - * Quit : quit ScummVM (without saving, be careful when using it) - -The "Zone" key is a *very* valuable addition allowing you to jump quickly -between three screen zones : the game zone, the verbs zone and the inventory -zone. When you switch to a zone the cursor will be reset to its former location -in this zone. - -The default key map for these actions is: - - * Up, Down, Left, Right : (dpad) arrow keys - * Left Click : softkey A - * Right Click : softkey B - * Save : call/talk - * Skip : back - * Zone : 9 - * Multi Function : 8 - * Bind keys : end call - * Keyboard : (dpad) enter - * Rotate : 5 - * Quit : 0 - -You can change the key mapping at any time by bringing up the key mapping menu -(Bind keys action). - -How do I tweak the configuration of ScummVM ? ---------------------------------------------- - -See the section regarding the configuration file (scummvm.ini) in ScummVM -README file - the same keywords apply. - -Some parameters are specific to this port : - -Game specific sections (f.e. [monkey2]) - performance options - - * high_sample_rate bool Desktop quality (22 kHz) sound output if - set. This is the default. - If you have a slow device, you can set this - to false to prevent lags/delays in the game. - * FM_high_quality bool Desktop quality FM synthesis if set. Lower - quality otherwise. The default is high - quality. You can change this if you have a - slow device. - * sound_thread_priority int Set the priority of the sound thread (0, 1, - 2). Depending on the release, this is set - to 1 internally (above normal). - If you get sound stuttering try setting - this to a higher value. - Set to 0 if your device is fast enough or if - you prefer better audio/video sync. - -Game specific sections (f.e. [monkey2]) - game options - - * landscape int 0: Portrait, 1: Landscape, - 2: Inverse Landscape. - You can also use this in the [scummvm] - section to display the launcher in landscape - for example, at startup. - * no_doubletap_rightclick int 1: Turn off the default behavior of - simulating a right-click when the screen is - double-tapped. - - -[scummvm] section - keys definition - -You usually do not wish to modify these values directly, as they are set -by the option dialog, and are only given here for reference. - - * action_mapping_version int Mapping version linked to ScummVM version. - * action_mapping string Hex codes describing the key associated to - each different action. - * debuglevel int Debug Level 1 is used by the WinCE port - for reporting diagnostic output in the - scummvm_stdout.txt and scummvm.stderr.txt - files in the current working directory. - -[scummvm] section - mouse emulation tuning - -You can tweak these parameters to customize how the cursor is handled. - - * repeatTrigger int Number of milliseconds a key must be held to - consider being repeated. - * repeatX int Number of key repeat events before changing - horizontal cursor behaviour. - * stepX1 int Horizontal cursor offset value when the key - is not repeated. - * stepX2 int Horizontal cursor offset value when the key - is repeated less than repeatX. - * stepX3 int Horizontal cursor offset value when the key - is repeated more than repeatX. - * repeatY int Number of key repeat events before changing - vertical cursor behavior. - * stepY1 int Vertical cursor offset value when the key is - not repeated. - * stepY2 int Horizontal cursor offset value when the key - is repeated less than repeatY. - * stepY3 int Vertical cursor offset value when the key is - repeated more than repeatY. - ------------------------------------------------------------------------- -Game specific questions ------------------------------------------------------------------------- - ---------------- --- All Games -- ---------------- - -I need to press a special key ------------------------------ - -Bring up the virtual keyboard. On Smartphones take a look at the Keyboard -action above. On Pocket PCs it's easier to double-tap at the top of the screen. - -The panel is obscuring the playfield area ------------------------------------------ - -Double tap at the top of the screen to hide it. As an aside, the aspect ratio -correction scaler will kick in if the game/device combo is appropriate. - -How do I name my save games ? ------------------------------ - -Use the virtual keyboard (Keyboard action). - -ScummVM is stuck for some reason --------------------------------- - -Bind and use the quit action to quit. - -I cannot rotate the screen to landscape/inverse landscape ---------------------------------------------------------- - -Depending on the video driver, ScummVM may opt to not provide such -functionality. In general, when ScummVM starts in normal "portrait" -orientation, the device driver reports better display characteristics and you -should consider launching from portrait. - -I'm having problems. Is there diagnostic output available ? ------------------------------------------------------------ - -Insert a line in the [scummvm] section of scummvm.ini with the following: -debuglevel=1 -Run ScummVM. When it closes scummvm_stdout.txt and scummvm_stderr.txt files -will be available at the program directory (see section above). - -ScummVM crashes and returns to desktop --------------------------------------- - -File a bug report including diagnostic output (see previous question). - --------------------------- --- Beneath a Steel Sky -- --------------------------- - -Introduction movie is too slow or never ends ... -------------------------------------------------- - -Skip it :) - -How can I open the inventory in Beneath a Steel Sky ? ---------------------------------------------------- - -Tap the top of the screen. Check your stylus calibration if you still cannot -open it. - -How can I use an item in Beneath a Steel Sky ? ----------------------------------------------- - -You need to map the right click button (see the General Questions section). - ----------------------------- --- Curse of Monkey Island -- ----------------------------- - -How can I open the inventory in Curse of Monkey Island ? ------------------------------------------------------- - -You need to map the right click button (see the General Questions section). - -I'm experiencing random crashes ... ------------------------------------- - -This game has high memory requirements, and may crash sometimes on low -memory devices. Continue your game with the latest automatically saved -game and everything should be fine. -You can consider removing the music and voice files (VOXDISK.BUN, MUSDISK.BUN) -to lower these requirements. - -Sound synchronization is lost in Curse of Monkey Island videos --------------------------------------------------------------- - -Use a faster device :-( - --------------------- --- Full Throttle -- --------------------- - -I'm experiencing random crashes ... ------------------------------------- - -This game has high memory requirements, and may crash sometimes on low -memory devices. Continue your game with the latest automatically saved -game and everything should be fine. -You can consider removing the voice file (MONSTER.SOU) and disable the -music to lower these requirements. - ----------------------------------------- --- Indiana Jones and the Last Crusade -- ----------------------------------------- - -How can I fight in Indiana Jones and the Last Crusade ? ------------------------------------------------------ - -You need to map the keyboard button (see the General Questions section). - ---------------- --- Sam & Max -- ---------------- - -How can I change the current action ? -------------------------------------- - -You need to map the right click button (see the General Questions section). - -How can I exit a mini game ? ----------------------------- - -Use the skip toolbar icon (see the General Questions section). - -------------------- --- Simon 1 and 2 -- -------------------- - -How can I save or quit in Simon ? --------------------------------- - -"Use" (use the use verb :p) the postcard. The ScummVM option dialog is disabled -in Simon games. - -On Smartphone, you'll need to push the Action button (center of the pad) to -quit the game. - -------------- --- The Dig -- -------------- - -I'm experiencing random crashes ... ------------------------------------- - -This game has high memory requirements, and may crash sometimes on low -memory devices. Continue your game with the latest automatically saved -game and everything should be fine. -You can consider removing the music and voice files (VOXDISK.BUN, MUSDISK.BUN) -to lower these requirements. - --------------------- --- Zak Mc Kracken -- --------------------- - -How can I scroll through my inventory items in Zak Mc Kracken ? ---------------------------------------------------------------- - -You need to map the hide toolbar button (see the General Questions section) or -double tap at the top of the screen (from 0.8.0+) - -------------------------- --- Broken Sword I & II -- -------------------------- - -I've installed the movies pack but they are not playing/they are slow ---------------------------------------------------------------------- - -MPEG 2 playback takes too much memory in the current release, and may prevent -movies from playing in VGA mode. Consider changing to the DXA cutscene pack -which is many times faster. - ---------------- --- Gobliiins -- ---------------- - -How do I enter a code ? ------------------------ - -Use the virtual keyboard. - -------------------- --- Bargon Attack -- -------------------- - -How do I start the game (F1 : Game, F2 : Demo) ----------------------------------------------- - -Use the Multi Function action. - ----------------------- --- AGI engine games -- ----------------------- - -Do you expect me to play these games on keyboard-less devices ? ---------------------------------------------------------------- - -Sure we do :-) -If you want to get some mileage on your stylus you can use the virtual -keyboard. There is a very useful alternative though, the AGI engine's -predictive input dialog. It requires a dictionary to be present. Just tap on -the command line or use the Multi Function action to bring it up. On -Smartphones, when the dialog is shown all key mapping is disabled temporarily -(including mouse emulation). Input is performed either by pressing the phone's -numeric keypad keys and dpad enter to close the dialog, or by navigating the -buttons using the dpad arrows and pressing with dpad enter. Check the main -Readme file for more information on this. - ---------------------------- --- Lure of the Temptress -- ---------------------------- - -The control scheme is awkward (Pocket PCs) ------------------------------------------- - -Map and use the 'Free Look' action. Since normal pointer operation is to -enter a left click at each tap position, the free look mode enables -'hovering' the mouse on an object, then right clicking either by using the -double tap method or by pressing the 'Right Click' action. Also, a left click -can be entered while in free look mode, by clicking a second time near the -current pointer's location. Note that two taps equal a left click. - ---------------- --- Discworld -- ---------------- - -By default, the double tap to right click action is disabled in this game -as this interferes with the game's controls. This setting can be overridden -(see 'no_doubletap_rightclick' parameter above). - ------------------ --- Discworld 2 -- ------------------ - -Crashes at startup of this game are usually due to the high memory -requirements of this game. - -------------------------- --- Cruise for a Corpse -- -------------------------- - -As with Discworld, the double-tap-to-right-click action interferes and will -be disabled by default. - - ------------------------------------------------------------------------- -Support ------------------------------------------------------------------------- - -Help, I've read everything and ... ------------------------------------ - -Luckily, as there is a huge variety of Windows CE devices, a specific forum -is dedicated to this ScummVM port. You can ask your question on the WinCE -ScummVM forum available at https://forums.scummvm.org/viewforum.php?f=6 - -Some older questions and very nice tutorials are still available on the historic -PocketMatrix forum at http://www.pocketmatrix.com/forums/viewforum.php?f=20 -where the community is always glad to help and have dealt with all the bugs for -many years now :) - -I think I found a bug, ScummVM crashes in ... ---------------------------------------------- - -See the "Reporting Bugs" section in ScummVM readme. - -If you have a Pocket PC or Handheld PC, be sure to include its resolution -(obtained on the second dialog displayed on the "About" menu) in your bug -report. - -If you cannot reproduce this bug on another ScummVM version, you can cross -post your bug report on ScummVM forums. - -I want to compile my own ScummVM for Windows CE ------------------------------------------------ - -Take a look at: -https://wiki.scummvm.org/index.php/Compiling_ScummVM/Windows_CE - - ------------------------------------------------------------------------- -Good Luck and Happy Adventuring! -The ScummVM team. -https://www.scummvm.org/ ------------------------------------------------------------------------- - - ------------------------------------------------------------------------- -Old news follow ... ------------------------------------------------------------------------- - -0.13.0: -Important: Two builds for ScummVM CE - -For this release, two binaries (executables) are provided. The first, -with file name scummvm1.exe, includes support for the following engines: - - scumm, sword1, sword2, queen, sky, lure, agi, touche -while the second, with file name scummvm2.exe: - - gob, cine, saga, kyra, agos, parallaction, drascula, groovie, tucker -The user must make sure to execute the correct file for a game. All -previously detected games will be shown in the launcher. Trying to launch -a gob engine game with scummvm1.exe will not work. -Detection also works as implied: scummvm1.exe will detect only the games -for which it has support; the same holds for scummvm2.exe. -This change has been done so users with less free memory can play more -memory hungry games. - -Also noted are problems with flac support. Your mileage may vary. Please -consider using ogg or mp3 for those games (smaller sizes are better for -handheld devices too!) - - -0.12.0: -- Improved SMUSH support (deprecated 'Smush_force_redraw' option) -No skipped frames in Full Throttle action sequences. The 'Smush_force_redraw' -option is not needed/honored anymore. - -- Fixed MultiFuntion key in Full Throttle - -- Improved sound output -Fixed a long standing bug which led to distorted sound output in all games. - -- Switched to faster ogg vorbis library -Robin Watts' libTremolo is used for ogg vorbis (tremor) replay. Info patch -by Lostech. - -- New right click through double tap inhibiting option -Check out the 'no_doubletap_rightclick' option if double-tapping as a right -click input method annoys you. Patch by spookypeanut. - - -0.11.0: -- Redesigned 'Free Look' action (Pocket PCs) -In order to accommodate for the requirements of the lure engine, the -usage characteristics of the 'Free Look' action have been improved. The -new behavior is available for use in all engines, but is is *strongly* -recommended for at least when playing 'Lure of the Temptress'. By using -the new scheme, when in 'Free Look' mode, it is now possible to enter -left clicks by clicking a second time near the current location of the -mouse pointer. Left and Right clicks at the current point location -are also available by using the respective actions' bound key. - -- Reduced optimization build -The ScummVM executable has grown quite large, prohibiting some devices -from running memory demanding games (or any games at all). Code -optimization level has been reduced to offset the growth of the executable. -Games run slightly slower. This will be addressed before next release. - -- Several bugfixes - - -0.10.0: -Major improvements have taken place in this version, mostly for behind- -the-scenes stuff. First, we have migrated to GCC for building the Windows -CE port. This helped take care of some obscure compiler bugs which were -in there for quite a long time. It has also lead to efficient code -generation due to GCC's advanced capabilities and consequently increased -runtime speed. The second important change was the overhaul of the SDL -library port. The benefits from this are twofold: The real-time code paths -have been optimized, including contributed ARM assembly code for critical -functions. Further, the screen display and mouse/keyboard input code has -been partially rewritten to allow for increased compatibility across all -devices. -Due to the update of keyboard handling code, the keycodes have changed -slightly. Running this version of ScummVM will overwrite your key bindings -with the new defaults. See the section on how to play on Smartphones and -Pocket PCs below for the new default key bindings. |