Homebrew [Release] ScummVM 3DS

Parallax2814

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@jackkill

Can you post the kyra.dat file that you have?

I've downloaded the version shown here: https://github.com/scummvm/scummvm/blob/master/dists/engine-data/kyra.dat

I'm trying to run Eye of the Beholder 1 & 2. I copied that file to the 3ds/scummvm folder, my backup folder where the games are, and even put a copy in both game folders. I still get an error that it either cannot find kyra.dat or its corrupted.
 

MRJPGames

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I'm sorry to ask such a stupid question but... in what format should the games be?
Folders I guess.
Depends on the game what files need to be present in the folder for it to work.
But if you just copy the game from the legit disc or download you have of the game to your SD card you can than select the folder which has the files in them in ScummVM and it should work if the game is compatible with ScummVM (and also with the 3DS version as the compatibility is not exactly the same as other platforms with official releases)
 
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lincruste

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Does anybody here knows how to display the virtual keyboard ?
I can't skip the copy protection quizz of Monkey Island 2 where I'm supposed to type numbers.
 

lincruste

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Ok I've finally tested Monkey Island 2 with an Old 3DS and the virtual keyboard do appears when I press L.
So it looks like a bug from the port which does not seem to support New 3DS trigger buttons.

By the way, did anyone managed to cross-compile this port ? I've tried with the
Code:
./configure  --host=3ds
command but I encountered an error message:
Code:
Invalid configuration `3ds' : machine `3ds' not recognized
Any clue ?
(latest devkitpro release)
 

Nitrus

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Hello,

I've brought the port up to speed with current ScummVM codebase.

It should be possible to compile with newest toolchain. (some instructions in the port's README)
I haven't made any performance upgrades, nor do I intend to in the near future as my experience with 3DS homebrew is very limited. But, who knows.
The goal was to be able to get newly implemented engines in ScummVM to work with this.
If you were getting stuttering before, it's' likely that it's going to be the same.

WARNING: There's a good chance that any savegames will be incompatible with the older version. No guarantees.

I've uploaded binaries here:
https://git.io/fp8Hs
Check the notes to determine if the game you want to play is playable with that build.
These are supplied as-is, I can't offer a lot of support for them.
If you were happy with the previous releases, keep using those.

My PR has been merged into ScummVM's master, so anyone that wants a specific engine that's not on that list, will need to rebuild with that.
I've done limited testing with only a handful of games, and only on a Old 3DS XL. No idea how the rest will handle it.

Currently, it cannot support all engines in the same package at the same time (same as the last releases), as it does not support dynamic modules.
If the package gets too big (more than 12-13MB), memory-intensive games like COMI, Discworld 2 etc. will crash due to no heap left and linear memory management.

If anyone feels up to the task, I'd say the priorities are:
- Dynamic modules
- Audio thread clean up

And I didn't make an animated banner, sorry.
 

Mr.Wiizard

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Hello,

I've brought the port up to speed with current ScummVM codebase.

It should be possible to compile with newest toolchain. (some instructions in the port's README)
I haven't made any performance upgrades, nor do I intend to in the near future as my experience with 3DS homebrew is very limited. But, who knows.
The goal was to be able to get newly implemented engines in ScummVM to work with this.
If you were getting stuttering before, it's' likely that it's going to be the same.

WARNING: There's a good chance that any savegames will be incompatible with the older version. No guarantees.

I've uploaded binaries here:
https://git.io/fp8Hs
Check the notes to determine if the game you want to play is playable with that build.
These are supplied as-is, I can't offer a lot of support for them.
If you were happy with the previous releases, keep using those.

My PR has been merged into ScummVM's master, so anyone that wants a specific engine that's not on that list, will need to rebuild with that.
I've done limited testing with only a handful of games, and only on a Old 3DS XL. No idea how the rest will handle it.

Currently, it cannot support all engines in the same package at the same time (same as the last releases), as it does not support dynamic modules.
If the package gets too big (more than 12-13MB), memory-intensive games like COMI, Discworld 2 etc. will crash due to no heap left and linear memory management.

If anyone feels up to the task, I'd say the priorities are:
- Dynamic modules
- Audio thread clean up

And I didn't make an animated banner, sorry.

Hey, thanks, I've been hoping that someone would pick up where this was left off. Since this thread has been dead due to shitty circumstances, would this constitute a new thread? I'd love to see this project take off again. Any chance of a release with the BBVS engine? In the 1.9.0 version, Beavis & Butthead in Virtual Stupidity started but crashed when you hit start game. This newest version says the engine isn't supported at all and I did not see it listed on your release page.
 

Nitrus

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Since this thread has been dead due to shitty circumstances, would this constitute a new thread?
Yes, I've been made aware of previous circumstances.
Regardless, the port is still about 95% the same. I feel that this does not warrant a new thread yet.
If any members of the community start contributing, and if significant changes/improvements are made to the codebase, a new thread should be made then.
I don't have any power over thread-making of course, people can do as they please.
(I'd appreciate it if they host any builds elsewhere however, as I might remove any binaries from my repository without notice)

I understand that it might be a pain to go hunting for versions through the posts, but various fixes for this have been merged into ScummVM's master, and the port's README has been updated with instructions for compiling with the most recent tools.
Anyone can make a build for themselves, with any of the features they pick.

Any chance of a release with the BBVS engine? In the 1.9.0 version, Beavis & Butthead in Virtual Stupidity started but crashed when you hit start game. This newest version says the engine isn't supported at all and I did not see it listed on your release page.
If it was not listed on my release page, it's because I purposefully did not include it.
That build is 13MB, what I consider to be a risky upper limit for memory intensive games. A build including all engines would surpass 27MB, and almost nothing would be playable due to no heap left.
If anyone wants to improve on that, dynamic plugins are outstanding for this port.

That being said, I made another build with the inverse engine list (it is 18MB, stability is not guaranteed).
You can grab it here, it's the 'Alt' one:
https://git.io/fpBpw

I cannot say if BBVS is playable, I do not have the game.

EDIT: In addition, this build was made from ScummVM's 'master' branch, which would be a daily, '2.1.0git' version.
The last stable and supported version of ScummVM is 2.0.0.
That doesn't really matter as the 3DS port does not have an active maintainer, meaning it's some ways off from 3DS builds being supported officially.
 
Last edited by Nitrus,

Mr.Wiizard

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I feel that this does not warrant a new thread yet.

Cool, I fully understand. Anyway though, thanks for clearing up the engine issues, I'll grab that Alt build and mess around on it when I have time off. I'm just happy to see something happening with this once again, I figured it was it was dead. I'm afraid I'm of no use when it comes to the code side of things, but if someone needs anything to be tested in the future I'm here to help to my fullest abilities.
 

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