Homebrew COMPLETED ScummVM

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So you talk the entire conversation with the oracle lady in the swamp without it crashing? For me it always crash when He talk to her about not having hidden his girlfriend left on the beach... ScummVM console open up... error.. freeze console.. with every single dump I’ve tried... that’s a shame since I have every other game working ( Indiana Johns, riven, monkey island 1 and 2)... it sucks this is my favorite game :(
 
I tried Broken Sword 1 in RetroArch, flac and ogg version. Both have choppy speech, any tips or settings I can tweak?
 
I tried Broken Sword 1 in RetroArch, flac and ogg version. Both have choppy speech, any tips or settings I can tweak?
Wrong thread - kind of, but I was just about to post my experiences with the scummvm Retroarch core in here, so... yeah. ;)

To answer your question:
- enable threaded video (video settings)
- set the audio driver to switch_thread (driver settings)
(vsync off and speed hack on dont seem to be needed, and dont better the performance of the game imo)

Broken Sword 1 then runs full speed on the scummvm core in Retroarch on the Switch.

Also: The crashes that cpajustes build suffered from with this game, are gone/solved in the retroarch build.

(Tip: For the game to run with subtitles in a different language than english/to change any scummvm game settings to "non default" (in the Retroarch ScummVM core) - you have to launch the (/a) game - get into the scummvm menu with "start and return to launcher" - delete (important), the entry for your game already listed - then add it again (navigate to the folder, add the game), then change the settings.

If you just use the gamename.scummvm method of launching the game within retroarch changes of gamesettings wont stick, if you only modify the automatically added entry, we deleted in the step before. After you've changed the gamesettings successfully using the method above - launch from retroarchs history f.e. still work, so deleting and readding the game doesnt break anything on that level either)

But:
- There is occasional sound crackle shortly after screen load transitions which somewhat detracts from the enjoyment of the game
(- There is no curser speed modification key (so thats bad...)) edit: Ups, there is - its R2 by default.
- Cursor speed acceleration in cpajustes build is much better
- The touch screen feature of the scummvm core currently is somewhat useless and about 100x worse than cpasjustes implementation, which makes games actually playable that way
- Sound quality seems to be better in cpasjustes build as well (could be music/bgm mixing / a certain setting I use, so I'd have to doublecheck)

In short - use cpasjustes build of scummvm whenever you can. Its simply better, apart from when it crashes. :) (Only with certain games.)

(There are some pretty nifty filters in Retroarch these days, so that might be a positive I'm forgetting - but those most people will not bother to use )
 
Last edited by notimp,
In version 2.12 of cpajustes build (the version listed in the first posting in this thread), the crashes in Broken Sword 1 seem to be gone entirely.

edit: Sigh. Could reproduce the crash in the most current cpasjuste build - at a certain video sequence load. But not on three other occasions that would cause a crash previously... I'll do some testing...

edit: One of the bugs (Trigger BGM music cue, go into screen transition, go into a load transition, while the music cue is still active) was reproducible in the Retroarch core as well. :) (Could make the game crash.) Another one (Death sequence at Hotel Ubu) was only reproducible in cpasjustes build. And both builds now pretty much have no issues "most of the time" (entering the sewers in the beginning was fine.. Transitions between voiceover and subtitles are fine (picking up newspaper, entering the cafe while BGM sound cue is playing). :) ).

Will play a bit more of Sword 1 in the currenct cpasjuste build - to see how frequent the crashes in Sword 1 are with it right now.
 
Last edited by notimp,
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Finished testing. Broken Sword 1 crashes on cpasjustes most current build still at several points during the games progression.
On the Retroarch Scummvm Core it should be entirely playable though (only crash I could reproduce there so far is probably the one with the most race conditions at once... ;) Normal game progression over 30 minutes of test time was fine.).

I also uploaded a new test (save) file for anyone to be able to reproduce the crash that holds back cpasjustes build (as several older crash scenarios are gone by now - and the previous one I recommended testing against also is present in the retroarch build, but probably isnt one you'd run into with normal game progression):

https://www90.zippyshare.com/v/3XqS1rcN/file.html

The savegame loads on a map screen, just click on Musee Crune, then enter the museum on the next screen (while the BGM is still playing (entrance is on the right in the shade)). In cpasjustes build this crashes the game, in the Retroarch build it doesnt.

(Have subtitles enabled - for max racecondition scenario. ;) )

If this crash is fixed in the future the game should be completable in cpasjustes build as well.
--

A more important issue to be fixed with the current cpasjuste scummvm build is a crash to "orange screen of death" though. The orange screen of death afair is a GPU error code - and the crash is probably caused by the opengl implementation. (So downgrade to an older version of capasjustes Scummvm if you dont want to run into it)

To reproduce it - just start and exit cpasjustes scummvm two times in a row (Switch on 3.0.0), or start scummvm, exit it, and then start the new Retroarch > Orange screen of death.

Its probably the Opengl implementation not unloading correctly - because the new Retroarch and Scummvm both use Opengl now. If you open any other (game?) app in between opening scummvm again (or Retroarch after Scummvm) - you are fine. So there seems to be something left in memory that crashes to orange screen, when Opengl is called "again".

This is a more pressing issue, as it will train people not to use cpasjustes build of ScummVM, which is a shame. :)
 
Last edited by notimp,
We are good for Sword 2 already, as cpasjustes scummvm build plays that just fine. :) (Even the slightly older ones without the orange screen of death issue (which might only be a 3.0.0 thing))

The Playstation versions for Sword 1 werent good ports (resolution, mousespeed, even more decreased resolution for the pal versions of the game (german voice track is better than the original for once.. :) ) ...) as far as I remember, but I will check it out sometime - just for kinks I guess. :)

They also should be supported by Scummvm, btw. :)

Sword 1 is very playable in the retroarch scummvm Core - right now. The Sound stutters on transitions should be considered minor - its just that this game is "all atmosphere", so ... it detracts.. ;)

Crashes on the retroarch scummvm core also shouldnt be an issue - the only time I could make the game crash on that one - I tried really hard.. ;) (trigger a BGM cue, quickly enter a scene load, quickly enter a map load, with subtitles enabled... ;) - There arent many instances in the game, where the game tries to access as many resources at once. The programmers made sure of that.. ;) So my guess is, that on the retroarch scummvm core - most players wont experience any crashes playing through the game. And if there is one - well, get past the scene on pc, put a savegame back on the switch - problem solved.. ;) )

I also could mention, that retroarchs color rendering of the game is "more wrong" (slight blue tint) than the one in cpasjustes port, but then, I dont know why - and thats nitpicking.. ;) (But I've screenshots to prove it.. ;) )
 
Last edited by notimp,
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So you talk the entire conversation with the oracle lady in the swamp without it crashing? For me it always crash when He talk to her about not having hidden his girlfriend left on the beach... ScummVM console open up... error.. freeze console.. with every single dump I’ve tried... that’s a shame since I have every other game working ( Indiana Johns, riven, monkey island 1 and 2)... it sucks this is my favorite game :(
yes! it works fine! no crash or hangs!
 
We are good for Sword 2 already, as cpasjustes scummvm build plays that just fine. :) (Even the slightly older ones without the orange screen of death issue (which might only be a 3.0.0 thing))

The Playstation versions for Sword 1 werent good ports (resolution, mousespeed, even more decreased resolution for the pal versions of the game (german voice track is better than the original for once.. :) ) ...) as far as I remember, but I will check it out sometime - just for kinks I guess. :)

They also should be supported by Scummvm, btw. :)

Sword 1 is very playable in the retroarch scummvm Core - right now. The Sound stutters on transitions should be considered minor - its just that this game is "all atmosphere", so ... it detracts.. ;)

Crashes on the retroarch scummvm core also shouldnt be an issue - the only time I could make the game crash on that one - I tried really hard.. ;) (trigger a BGM cue, quickly enter a scene load, quickly enter a map load, with subtitles enabled... ;) - There arent many instances in the game, where the game tries to access as many resources at once. The programmers made sure of that.. ;) So my guess is, that on the retroarch scummvm core - most players wont experience any crashes playing through the game. And if there is one - well, get past the scene on pc, put a savegame back on the switch - problem solved.. ;) )

I also could mention, that retroarchs color rendering of the game is "more wrong" (slight blue tint) than the one in cpasjustes port, but then, I dont know why - and thats nitpicking.. ;) (But I've screenshots to prove it.. ;) )

@SciresM just fixed a bug in libnx fs, it seems all is working fine now !! :) At least sword1 works 100%, i have yet to test other games (monkey island 3 and full throttle musics for example).
A new release is coming shortly :)
 
Unfortunately this doesn't fix the music problem in mi3 and full throttle.. I'm going to take a closer look once again.
 
Should be able to test it give me some time.

edit: Yes - they have them working. (Sounds for hitting the trashcan in the beginning, walking, the idle animation for swiping dust off your shoulder. All works.)
 
Last edited by notimp,
Should be able to test it give me some time.

edit: Yes - they have them working. (Sounds for hitting the trashcan in the beginning, walking, the idle animation for swiping dust off your shoulder. All works.)
:/ i don't understand what's going on.. going to debug more :/
 
Ok for those of you who are interested, Monkey Island 3 has issues and crashes in SXOS 2.0.1 in retroarch for me on 5.1.0 firmware... ERROR: BundleMgr::open() Can't open bundle file: musdisk1.bun. when speaking to the orcale lady in the swamps. This is with the lastest nightly build of retroarch... So I've installed ReiNX just to try it out... and it all works perfectly! Obviously SXOS is still not quite there when it comes to homebrew and Retroarch compatibility
 
Oh boi. :)

Sure you dont want to wait for the GBAtemp homebrew bounty? ;)
(Small Donation incoming to your Paypal in the next couple of days. :) )
 

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