Can anyone tell me if it works / useable at the moment?
Another attempt. I see the backend is synchronizing so I guess it’s available, but not compiled?
It already works on PC and some other platforms like Wii but performance-wise it’s not what it should be (even though it’s fullspeed on PC) so it requires some serious work. There might be some stuff we are doing wrong right now in the implementation.
Maister’s new async audio/video callbacks might help out here as well since doing static syncing at a fixed refreshrate does not really make sense for the vast majority of games that can be played with ScummVM.
I tested this core with the latest win64 test build and have some questions about the usage. how are you supposed to start it? at the moment I just load a dummy file (an empty text file) in the rgui as a rom and it launches me to the scumm gui. another issue… does cutscene skipping work? in the help it says that it’s the escape button but doesn’t seem to work for me. tried it with the dos version of monkey island 2.
I have not tested it, but i suppose you have to pass the shortname as the rom file? (directory name of the game) http://scummvm.org/compatibility/ Maybe those files can even be zipped?
hmm I don’t think it’s supposed to work this way since scummvm itself starts with its own gui (from where you add game directories). so basically there is nothing to set as the game rom, but without a rom parameter retroarch doesn’t start the core. so atm there is no plausible way to start scummvm from retroarch, except for the unusual way of loading a dummy file, like I described. another thing… can it be that the author of the core port disabled the escape key as the cutscene skip button cuz it’s already mapped by default to exit retroarch (which one can change of course)?
My guess is it works exactly like command line scummvm: http://wiki.scummvm.org/index.php/User_ … th_ScummVM You can add directories yes, but internally a game name is used.
still, the rom parameter needs to be a file. you can’t just pass over a name for it. I suggest you try it out for yourself and see for yourself what the issue is.
There is no extensions specified according to the .info file. So I guess we are stuck with the scummVM gui when launching games.
Sorry to dig up this old topic.
im using a x64 RetroArch build on OpenELC which includes ScummVM.
it works great with mouse/keyboard but controlling it with a gamepad isnt really practical at the moment.
There seems to be no key to skip intros and the cursor control ist very imprecise and frustrating
Another great addition would be a way to specify the game you want to launch from the commandline to integrated the games into another GUI System.
Would love to see this sorted out in the future releases, besides that all games i throw at it worked fine.
anyone else having the problem that keyboard inputs apart from hotkeys aren’t registered? I don’t know what I’m doing wrong. already tried different settings in the input option screen but nothing seems to help. I’m stuck at the copy protection screen at the moment of MI1 because I can’t figure out how to input any number. I’m using the latest WIP for windows. I know it worked somehow with previous versions but no clue what the issue is.
edit: updated to the latest WIP version. can’t even start the core now, retroarch crashes instantly.
Does the onscreen keyboard overlay work? I don’t think it’s 100% functional, but it might help you get a little farther.
ok the core starts again with the most recent night build, keyboard problem remains. I actually don’t understand how the onscreen keyboard is supposed to work. just to make sure we’re one the same level, I’m using retroarch on windows with an actual keyboard. I enabled “onscreen keyboard” in the input options but it doesn’t seem to do anything.
edit: I tried the core together with an older retroarch version, keyboard inputs are working fine there. so it isn’t an issue with the scummvm core itself.
If you have the overlays from the common-overlays repo, you can go into the overlay options and enable it to put a keyboard on the screen that you can interact with via the mouse. It looks like this:
yeah I tried that. but clicking on the overlay with the mouse doesn’t do anything, instead the mouse cursor just interacts with the actual screen content of the core.
edit: gamepad overlays on the other hand are just working fine, but can’t press keyboard keys with those ones ^^
I’m guessing something broke regarding retrokb
Old thread revival achievement unlocked
hey guys, as always I appreciate the extremely hard work -
On Linux: The libretro scummvm implementation seems to not come with the sound options for playing back ogg & flac compressed audio in-game. Uncompressed works. (I have not tested mp3) ogg and flac are methods often used to minimize the size of the talkie games and it would be great if the scummvm libretro port would support it as well.
I have tried various builds all back to 2014 and it has never been supported.
The audio decoders are there: https://github.com/libretro/scummvm/tree/master/audio/decoders
If I compile the core with -DUSE_FLAC for CFLAGS and CXXFLAGS then FLAC audio works, however I get a black screen now in games which worked before (except the audio didn’t work) and the audio is a little choppy
I am having some strange audio issues. The game Full Throttle, the main character and many other players are missing dialog audio. This audio is present in the scummvm standalone.