AFAIR, I tested a game from a single engine and it did not work. However, in the past, single engines were named "A-B-C...", your test builds are for single game right ? That is why I did not go further on my side.
Yeah before the DS one was dropped there were multiple sub builds/engines.
I don't know specifics of RAM cartridges I am afraid, though several things were mentioned in that C&C thread linked. At a guess though then most things would probably operate in a fixed state -- ostensibly they are for running GBA ROMs so no great need of writes and constant need of reads.
Timings might also be a trouble for things built to handle executing from WRAM or even CPU RAM (more of a GBA trick than something seen commonly on the DS). GBA carts are fast though so minimal safe coding or bodges (think NOP slide) should be needed. I am similarly not aware of any restrictions, though most things I see with GBA slot RAM are more data aspects than code (dynamically loaded/slightly less crude overlays or static).
Hey there, I would like to test version 2.7.0 on my original DS using a flashcard. Can you please provide the builds for testing on the original DS and DS Lite?
Hey there, I would like to test version 2.7.0 on my original DS using a flashcard. Can you please provide the builds for testing on the original DS and DS Lite?
OK. I've just quickly tested few games (DSi):
Gobliiins (runs sloooow, unfortunatelly).
Gobliins 2 (OK)
Goblins 3 Quest (OK)
CD versions runs OK. with WAV files. MP3 files crashes and game doesn't boot at all.
Discworld (OK)
I had to change game options/save path to game's directory to make ingame savestates work.
Is there a way to .. set offset to upper zoomed screen? shift it?
Woodruff (I have sound and mouse cursor, but anything other is black screen...)
Sam and Max (seems OK)
Day of a the Tentacle (seems OK)
Edit:
Just quickly testing on DSlite, TWmenu++, R4clone card
Games def. needs separate engines to load/start
Globally - keyboard and scummvm menu doesn't show
Start opens debugger?
Trying to change Keymaps in Options (crashes, give me some MinGW file error)
Gobliins 2 (wav doesn't work)
Goblins 3 Quest (gives me Guru Meditation Error)
Day of a the Tentacle (crashes - TWmenu++ restart)
Sam and Max (crashes - TWmenu++ restart)
Discworld (crashes, give me some MinGW file error)
Gobliiins (slooooow)
Gobliins 2 - floppy version (seems to work)
Goblins 3 - floppy version (seems to work, but can't get pass copy protection, cause no virtual keyboard...)
Cool, thanks for testing @ryba. I think it'll be best to treat current versions of ScummVM as DSi only for now, although I'm open to supporting older models in the future. Some specific notes:
Cool, thanks for testing @ryba. I think it'll be best to treat current versions of ScummVM as DSi only for now, although I'm open to supporting older models in the future. Some specific notes:
Is this slow gameplay or just slow loading? If it's the latter, could you try this with a recent buildbot build to see if that helps?
That's unfortunately to be expected - Woodruff is a 640x480 game, and those aren't supported by the DS port.
Is there an error message visible in the console? It's possible that it was brought up because of a crash.
Could you report these issues to the ScummVM bug tracker? It'll be easier to keep track of things there.
hm... just switched to old lenovo 7" tablet, fits perfecty for ScummVM...
Anyway...
Gobliiins has slow gameplay. Loading time seems OK, speed of intro animation seems OK (and sound too), after credits, the gameplay seems runs at half speed. Both floppy and CD version. There is def. lot of stuttering in audio in CD version...
Woodruff OK. I'm not familiar with lots of details about games, so I didn't checked (resolution)...
Start opens debugger? Yeah, It just crashed. That's happening on DSLite.
Still.. I'm not sure about usability of this dual screen layout.. I'd rather see whole view on top screen and zoomed view on bottom screen (with some kind of shortcut for quick move of camera - like UP Dpad + stylus)
But maybee this layout is not so usefull - like in older Lucas Arts games (with menu in bottom left corner - like Monkey Island etc.)
Post automatically merged:
It would be better to have option to map L button in Global options to be used as Right mouse button. Or map it defaultly, cause If you're using stylus in right hand, it's more comfortable to use your left hand to do other things
It is possible, but you have to map it for each game separately.
Also in Game options menu / Audio / Text and Speech It would be better to have
S - T - B (Speech - Text - Both)
rather than S - S - B
another quick testing (mostly CD versions with custom Czech titles, so original English versions should work the same):
7th Guest (Doesn't run)
Beneath a Steel Sky (OK)
The Dig (OK)
Full Throttle (OK)
I have no mouth and I must scream (Doesn't work - Game ID not supported)
Indiana Jones FOA (OK)
Legend of Kyrandia 1,2 (OK)
Legend of Kyrandia 3 (OK, but have glitchy audio - Speech and music also)
Loom (OK)
Myst (Doesn't run)
Riven (Doesn't run)
Ween the Prophecy (OK, I had to choose last Gobliins 2 Unknown variant / Add anyway - to load the game to ScummVM)
Cool, thanks for testing @ryba. I think it'll be best to treat current versions of ScummVM as DSi only for now, although I'm open to supporting older models in the future.
quick testing (DSLite + TWilight Menu ++) :
yep. controls make more sense in this version...
yep. it's too zoomed on top screen
Quit/Return to Launcher crashes.
Day of the Tentacle (OK)
Indiana Jones FOA (OK)
Monkey Island 1 and 2 (OK, but speech... I don't want to bother converting fla/flac files to... some IMA-ADPCM 4-Bit file - as debugger says...)
Sam and Max (OK)
Beneath a Steel Sky (OK, but I can't open popup items menu in nonzoomed bottom screen)
Gobliiins CD (OK, no music with Wav file)
Gobliins 2 CD (OK, no music with Wav)
Goblins 3 Quest (OK, flickering picture in intro video)
Ween the Prophecy (OK)
Loom (OK, no music/sound?)
Discworld (Can't find suitable engine for this one..)
Yes, but it's more efficient for the DSi than for the DS phat \ lite like @ryba said the old version (1.2.1) of ScummVM is better for old devices you can also find it in a pack that made few years ago, the pack includes the build J that is compatible with memory expansion pak to play Dig & Full Throttle, here is the link :
AFAIK you can use 2.7.0 to play Teen Agent, it works well on old device otherwise you can also use the tests builds that you can find here :
Teen Agent works well too with DSx86 like a lots of Sierra games so for this game you can use these both hombrews, it depends wich gameplay you prefer.
ScummVM 2.8.0 "Mysteries, Mammoths, and Muppets" has been released today, and Nintendo DS builds have once again been provided on the download page. A full list of changes can be found in the Release Notes.
ScummVM 2.8.1 "Oh MMy!" was released recently, and Nintendo DS builds have once again been provided on the download page. A full list of changes can be found in the Release Notes.
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