ScummVM -
GP2X SPECIFIC README - HEAD SVN
Contents:
About the backend/port
This is the readme for the offficial GP2X ScummVM backend (also known
as the GP2X port).
This is an SVN test release of ScummVM for the GP2X, it would be
appreciated
if this SVN test distribution was not mirrored and that people be
directed to http://www.distant-earth.com/scummvm
instead for updated SVN builds.
Full supported official releases of the GP2X ScummVM backend are made
in line with main official releases and are avalalble from the ScummVM
downloads page.
This build is in an active state of development and as such no
‘expected’ behavior can be guaranteed ;).
SVN builds are quickly tested with firmware 2.0.0 for reference.
Please refer to the GP2X
ScummVM forum and WiKi
for the latest information on the port.
Game compatibility
For information on the compatability of a specific game please refer to
the GP2X
compatability section of the ScummVM WiKi.
Please note the version and date of the ScummVM build you are running
when reviewing the above list.
Included engines
Just because an engine is included does not mean any/all of its games
are supported. Please check game compatability for more infomation.
- Scumm - (All games supported by ScummVM should work to some
extent, using the hardware scalar if needed)
- AGOS (AKA Simon) - (Simon the Sorcerer one and two).
- Sky - (Beneath a Steel Sky)
- Sword - (Broken Sword 1) - This engine uses the hardware
scalar to
downsize the graphics to fix on the GP2X. It is NOT very nice to look
at.
- Sword2 - (Broken Sword 2) - This engine uses the hardware
scalar to downsize the graphics to fix on the GP2X. It is NOT very nice
to look at.
- Gob - (Goblins one)
- Queen - (Flight of the Amazon Queen)
- Kyra - (The Legend of Kyrandia)
All other game engines are disabled in this release.
Supported audio options
Raw audio.
MP3 audio.
OGG Vorbis audio.
FLAC audio is currently unsupported.
For best results use uncompressed audio in games.
Supported cut-scene options
No cut scene compression options are currently supported.
DXA video support will be added as soon as it is stable.
Recent changes
Refined audio hacks to reduce audio delay a little more.
Enabled hardware scalar code.
Now built using SDL 1.2.9 for the parts of the port that use SDL (some
parts now hit the hardware directly).
Enabled new launcher - (Ensure defaulttheme.zip is in the same folder
as the executable).
Aspect Ratio Correction can now be disabled ‘per
game’. When adding a game you can find this option on the GFX
tab.
Note: This will cause the game to run with a black border at the bottom
as it will be rendered to a 320*200 frame.
How to save
NOTE:
Everything is saved to the SD card, saves are stored in the saves folder under
your main ScummVM executable unless you set another save location.
The configiration file for ScummVM (.scummvmrc) is stored in the
same place as the ScummVM executable.
The save process below is for Scumm engine games but the
principle is the same for all.
In Game.
1. Right Trigger
2. Select SAVE with B
3. Select a position with B
4. Right trigger puts ? in the name box for some text.
5. Press B to save
Basically the emulated keys you can use are equivelent to the values
buttons are mapped to,
I have a virtual keyboard like the GP32 one (left/right on the stick to
pick chars) to add in at some point ;-)
Controller mappings
Mouse emulation:
Stick: Move Pointer
Stick Click: ‘light’ Left Click
B: Left click
X: Right click
Keyboard emulation:
Start: Return
Select: Escape
Y: Space Bar (Pause)
Right Trigger: Game Menu (Save, Load, Quit etc.)
Volume Buttons: Increase and Decrease volume (5% per press)
Fancy button combos:
NOTE: To use button combos press and hold the Left Trigger then...
Y: Toggle "zoom" mode - Try it in larger games like Broken Sword.
Volume Buttons: Increase and Decrease subtitle speed (In SCUMM games)
Right Trigger: 0 (For skipping the copy protection in Monkey Island 2)
Select: Exit ScummVM completely (and gracefully)
Know issues
Possible random crash (well SegFault). I have had this happen twice and
have not tracked down the cause.
It happens very infrequently, both times it was in the DOTT CD intro.
Saving often is never a bad idea anyhow.
Major TODO's
Fix save support when using the Sky engine (Beneath a Steel Sky) - You
CAN'T save at the moment but auto save works.
Look into inconsistencies with AGOS engine and map Y key to a button
combination to allow clean quitting (Simon 1/2).
Add splash-screen and pre-ScummVM config menu (CPU speed, LCD timings
etc.) - Partly done.
Fix TV out, maybe make it an option in the pre-ScummVM config menu.
Any help appreciated :).
Additional resources/links
Note:
When providing feedback,
requests, forum posts, bug reports or anything like that always include
a mention of the version of ScummVM you are using (the build version,
date and time can be seen in the main game launcher window).
Credits
Core ScummVM code (c) The ScummVM Team
Portions of the GP2X backend (c) John Willis
Detailed (c) information can be found within the source code