Difference between revisions of "ScummVM"

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(Undo revision 9545 by Dhewg (Talk) - please use the talk page for discussion and please do not copy and paste content to the wiki)
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   - games with higher screen resolutions are now drawn correctly
 
   - games with higher screen resolutions are now drawn correctly
 
   - fixed some palette bugs
 
   - fixed some palette bugs
 
==Unnoficial Version with WiiMote support==
 
 
News From Savy Gamer
 
 
 
|The ScummVM interpretor is a piece of software that allow you to play a bunch of classic Adventure games on a range of platforms. It has now been ported to the Wii, with Wiimote support, meaning you can use the Wiimote pointer to replace the functionality of the mouse.
 
 
You can download it here.
 
 
The Scumm engine was originally made for Lucasarts Maniac Mansion, but it was used for a whole host of fantastic games. My personal favourites are Day of the Tentacle, Sam & Max Hit the Road and Beneath a Steel Sky.
 
 
There is some fantastic homebrew coming out for the Wii, and it's only just getting started, I can't wait to see what's down the line. You will need some way of launching .dol files to use this, Wiibrew should have all the advice you need for that.
 
 
I strongly suggest you head over to ScummVM.org and download the charming and hilarious Beneath a Steel Sky.|
 
 
 
[http://www.megaupload.com/?d=E58VDLCT Download]
 
 
:i know and agree that wiimote support in homebrew apps is exciting, but that build was still not meant to go public. i think the wiiuse port i used in that version is "more stable" compared to others floating around, but it is still unstable. get prepared for random crashes
 
:[[User:Dhewg|dhewg]] 04:21, 10 May 2008 (PDT)
 

Revision as of 15:39, 10 May 2008

Template:Infobox homebrewapp

Official Test Version

Report Problems: here

Download: test 2 http://www.megaupload.com/?d=17RP79G0

Hints:

  • If you have a Gamecube memory card plugged into Slot B, eject it prior to starting ScummVM
  • The quality/speed of the SD card matters. FAT16 performs better than FAT32 on my cheap SD card.
  • The SD card code seems to be buggy. Larger games such as COMI or Broken Sword will only work to some extent.
  • The application crashes sometimes when exiting; press Z on your Gamcube pad to jump to the loader again

Enjoy,

dhewg

Video Demo of ScummVM Running Sam and Max Hit the Road on the Wii


ScummVM-Wii README
------------------

this is an early test version
svn revision 31370

features not compiled in:
- the AGI game engine

REQUIREMENTS
- sd card
- gamecube controller in port 1

FEATURES worth mentioning (wii port specific)
- GX hardware scaling
- usage of the wii's internal sd slot for:
  loading of runtime and game data
  game state loading/saving

INSTALL
- copy the "scummvm" folder to the root of your sd card
- copy your demos and/or games onto the same sd card
  freeware versions: http://scummvm.org/downloads.php#extras
  demos: http://scummvm.org/demos.php

RUN
- run scummvm-wii.elf on your wii
- if you have a usbgecko in slot b, you have to read the debug messages with
  a terminal app, or the whole application will hang

CONTROLS
  controls: gamecube pad

  analog stick: mouse movement
  a: left mouse button
  b: right mouse button
  x: escape
  y: "." (skip current line of text)
  z: enter
  start: f5 (scummvm menu)
  dpad up: shift (mass add for the gui)
  dpad left: "0"
  l+r: quit

CHANGELOG

- test 2
  - screen is only updated if necessary
    no more flicker on the BASS intro
    better performance
  - games with higher screen resolutions are now drawn correctly
  - fixed some palette bugs