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Old 29 August 2018, 17:19   #21
KONEY
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Quote:
Originally Posted by NovaCoder View Post
So my RTG version supports the most games and has the most features (which include SVGA games like Monkey Island 3 and Broken Sword and has support for OGG Vorbis playback), the AGA 060 port supports less games and features, the 040 and 030 each support less right down to the 030 OCS/ECS version which only supports a few Lucas Arts games and has no music support at all.
Hi there! I have a thought about this topit: since an Amiga 600 fitted with a Vampire 2 could run most games @64 colors very smoothly, wouldn't make sense to revision this criteria? For example many games don't start because of the resolution but with a Vampire it should not be a problem...
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Old 29 August 2018, 20:35   #22
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I recently looked into the available sources of ScummVM Amiga ports. The most recent I could find was 1.8.1 RTG. I re-enabled the AGA path in there and for now just hooked it up with WriteChunkyPixels(). Given you install BlazeWCP, this is good enough for now. I also added back the external MIDI support. You can buy an Amiga MIDI cable, hook it up to you PC via an USB midi adapter and use MUNT to emulate an MT-32 on there It’s far from perfect, but the good thing is you can build it yourself and thereby select the game engines it supports. The more engines, the bigger the executable will be. That’s one of the reasons why ScummVM takes a lot of ram. One day we might be able to support dynamic loading of engine plugins, but it’s just not there yet.

You can try re-building ScummVM AGA from here:
https://github.com/mheyer32/scummvm-amigaos3
You should be able to build it with Bebbo’s gcc toolchain on Linux. Slight modification to the configure file is needed to change the output path.
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Old 29 August 2018, 22:16   #23
KONEY
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Thanks pipper. Are you suggesting that an ECS machine could run an AGA build if BlazeWCP is installed?
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Old 29 August 2018, 23:24   #24
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No, that’s not all that’s needed. For instance for proper ECS suppport, we’d need to open a 64Color EHB screen, do explicit 256->64 color palette reduction and use a chunky to planar routine that will do a translation on the fly. There’s code for this in Doom clones like ADoom or DoomAttack which would need to be incorporated into ScummVM. I believe NovaCoder had already done all this in his ECS ScummVM port, but I’m not sure all the source is there.
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Old 30 August 2018, 09:16   #25
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Yes, an EHB version by NovaCoder already exists but it assumes no one with ECS could have more than a '030 and won't run games with height > 200px. But an A600 with Vampire could run them (it runs DOOM in EHB!) so I was suggesting to re-enable support for those H>200px games.
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Old 05 November 2020, 14:34   #26
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What about the "Simon the Sorceror" games? Do those support midi music through the ScummVM? No one appears to remember these they were my favorite of the Scumm type games.
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Old 05 November 2020, 19:59   #27
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Simon works fine (with MIDI playback through CAMD) when compiled into the set of supported engines.
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Old 06 November 2020, 06:41   #28
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Quote:
Originally Posted by Isilduir View Post
What about the "Simon the Sorceror" games? Do those support midi music through the ScummVM? No one appears to remember these they were my favorite of the Scumm type games.
yep seems to work okay

[ Show youtube player ]

My old ports on AmiNet are probably best for real Amiga's, if you are using a Vampire or UAE then try out one of the newer ports
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Old 12 November 2020, 03:12   #29
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Amazing, Novacoder. Question: Is there a version that you could recommend for A1200 with 030/33mhz or better forget?
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Old 12 November 2020, 17:56   #30
jeff b00toNic
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If you have at least 16mb fast RAM you can try https://github.com/mheyer32/scummvm-amigaos3

I've compiled it with only a few of the possible engines to keep it small in size.

The good thing with this release is you can run the Macintosh versions of
scumm games with audio on a 030/50mhz.

It's in the Zone enjoy.
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Old 12 November 2020, 18:33   #31
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If you run this version, don’t forget to install BlazeWCP. It doesn’t come with its own c2p routines and relies on WriteChunkyPixels() to be fast.
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Old 15 November 2020, 22:15   #32
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Quote:
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Amazing, Novacoder. Question: Is there a version that you could recommend for A1200 with 030/33mhz or better forget?
Try this...

ScummVM_AGA_030
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Old 18 January 2021, 16:22   #33
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Any AmigaOS3 binary for ScummVM 2.2.0 ?

thx
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Old 18 January 2021, 19:09   #34
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Compile https://github.com/mheyer32/scummvm-amigaos3

I could provide an executable later the day.
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Old 18 January 2021, 21:35   #35
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My compile from September, enabled every game that compiled on 68k.
Unfinished, http://netsurf.baderman.net/scummvm-2.2WIP.7z
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Old 19 January 2021, 00:57   #36
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Quote:
Originally Posted by pipper View Post
Compile https://github.com/mheyer32/scummvm-amigaos3

I could provide an executable later the day.
Please

Quote:
Originally Posted by arti View Post
My compile from September, enabled every game that compiled on 68k.
Unfinished, http://netsurf.baderman.net/scummvm-2.2WIP.7z
It works like a charm ! thank you very much arti !!!!

Last edited by Estrayk; 19 January 2021 at 01:13.
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Old 19 January 2021, 02:06   #37
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Do you need a slimmed down version with just specific engines?
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Old 19 January 2021, 02:45   #38
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New game supported by v2.1.2 AGA/RTG Arti: (june 2020)

Bargon Attack (1992 Coktel/Sierra) Gob 320×200 256/16
Bizarre Adventures (1994 Coktel/Sierra) Gob 640×480 256
Eye of the Beholder 1 (1991 Westwood/SSI) kyra 320×200 256
Eye of the Beholder 2 (1992 Westwood/SSI) kyra 320×200 256
Inca 2 (1993 Coktel/Sierra) Gob 320×200 256
Lost in time (1993 Coktel/Sierra) Gob 320×200 256
Neverhood (1996 Dreamworks) Neverhood 640×480 256
Toonstruck (1996 Burst) Toon 640×400 256
Ween the Prophecy (1993 Coktel/Sierra) Gob 320×200 256

Kid games:
ADI Junior (1994 Coktel) Gob 320x200 256
Once upon abracadabra (1991 Coktel) Gob 320x200 256
Once upon baba yaga (1991 Coktel) Gob 320x200 256
Once upon Little Red Riding Hood (1991 Coktel) Gob 320x200 256


New games supported with this AGA/RTG v2.2 beta (Arti) (january 2021):

3 Skulls of the Toltecs (1996 Revistronic) Toltecs 640×480 256
7th Guest (1993 Trilobyte/Virgin) Groovie 640×480 256
Amazon Guardians of Eden (1992 Access) ACCESS 320×200 256
Beavis and Butt-Head in Virtual Stupidity (1995 Viacom) BBVS 320×240 256
Big Red Adventure (1995 Dynabyte/Core) Parallaction 640×400 256
Bud Tucker in Double Trouble (1996 Merit Studios) Tucker 320×200 256
Broken Sword 2 (1997 Revolution) VirtualTheatre-Sword2 640×480 256
Dragon History (1995 Vochozka) DRACI 320×200 256
Drascula the Vampire Strikes Back (1996 Digital Dream) Drascula 320×200 256
Duckman Private Dick (1997 Funcom) Illusions 256
Labyrinth of Time (1993 Electronic Arts) LAB 640×480 - 320×240 256
Might and magic 4 clouds (1992 New World Computing) Xeen 320x200 256
Might and magic 5 darkside (1993 New World Computing) Xeen 320x200 256
Might and magic 4-5 world (1994 New World Computing) Xeen 320x200 256
Might and magic 5 swords (1995 New World Computing) Xeen 320x200 256
Mortville Manor (1988 Lankhor) Mortevielle
Nippon Safes Inc (1993 Dynabyte) Parallaction 320×200 256
Prince and the Coward (1998 Metropolis) PRINCE 320×200 256
Sfinx (1997 LK Avalon) SGE2 320×240 256
Teen Agent (1996 Union Systems/Metropolis) whoozle-teenagent 320×200 256
Touché Adventures Fifth Musketeer (1995 Clipper) Touche 640×400 256
Versailles 1685 (1996 Cryo Interactive) Cryomni3D 640×480 256

Junior games:
Darby the dragon (1996 Broderbund) COMPOSER 640×480 256
Gregory and the hot air balloon (1996 Broderbund) COMPOSER 640×480 256

Last edited by Aladin; 14 February 2021 at 14:05.
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Old 19 January 2021, 15:31   #39
Estrayk
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Quote:
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Do you need a slimmed down version with just specific engines?
Nope. I use ScummVM in a Vampire v1200 and dont care the length and loading times. (In AGA 030 all was very slow and in 060 AGA well.... yes... loading is slow but all was fine too.....)

Anyway....

Forgive me if I'm rude. But who of the two (pipper & Arti) actually maintains the scummvm for the Amiga 3.x?

I dont know which is better.

Yesterday I tested the arti version and seems all works perfectly. (CAMD tested too) then... This version from pipper will be more fixed?

Last edited by Estrayk; 19 January 2021 at 15:50.
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Old 19 January 2021, 22:55   #40
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I am maintaining https://github.com/mheyer32/scummvm-amigaos3,
But this repo does not have binaries available - in order to run this thing on real Amigas with less than 32MB ram, one needs to be selective about what games to support.

I believe @arti compiled it with as many engines as he could possible enable without running into compilation issues and zipped it up.

Last night I tried compiling SCI32 games (later Sierra adventures like SpaceQuest6), but it failed because RTTI is disabled. I believe if you allow RTTI (at the expense of a larger binary, but that doesn't bother you), it will work as is. I worked on a patch to remove the need for RTTI, but haven't published it yet.
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