![]() Here, "germansky" and "germandott" are the target ids/names (they will also appear in the "-list-targets" output of the ScummVM executable). Well yes there are probably other optimizations we could try, first we could run a build with ONLY monkey island 1+2 to see if that would reduce the memory imprint, then double check the makefile to see if there is any other flags we could try, sometimes the flag for the best optimizations isnt better on psp so we could try -O2 or -O1 instead of -O3, there might be other stuff im not seeing we could try too, im not super familier with optimzing psp stuff, if anyone else has any ideas feel free to share them.Īnd yeah we could try builds different audio support if we have other options, not sure if the psp port has mp3 support or not or if we could need to add it.Ĭlick to expand.well i hope it works, just incase it doesn't i made a plugin version with JUST the scumm plugin (so monkey island 1+2 will work and most other scumm games below v7, so no Curse of Monkey island and so on), this was to cut down on compile time and also try and optimize it more, also tried making a psp opengl version of scummvm 2.0.0 but if none of them work or have any difference in FPS then im not sure what else to try "yet", i hope the opengl version might be a little faster (if it works), i could also maybe compile a 1.1.1fanpatch opengl build too if 2.0.0 doesn't work.Īnd i really don't mind looking into stuff like this, i love trying to work things out (just hampered a little here with the fact i dont have a modded ps4 to test for myself, although it does make me wonder if the ps3 would have the same issues)Īnyway here is scummvm 2.0.Description=Beneath a Steel Sky w/ German subtitles In the end it has to be package into an ISO file. I'm just about to make a build for the PS4 as we speak, update incoming!Īlso, the 1.1.1 scummvm on PS4 has some picky pathing when it comes to save games and writing to the scummvm.ini, I wonder if maybe the UMD version has some differences that could make this work. ultimate talkie edition), this patched 1.1.1 version supposedly allows for the voices to run. ![]() ![]() My ultimate goal is get Monkey Island 1 and 2 running with voices added (aka. I turns out anything above scumm-1.1.1 just gives black screen (the theory is that that the scummvm calls for modules that the emu doesn't provide, but we don't know exactly). Oh, and to answer your question about PSPonPS4. I'm going to follow your advice of setting up an older mingw pspsdk, which one did you use if you don't mind me asking? Oh I get it, one route I made was to finally being able to compile gcc-3.4.6 on x86_64 arch, then my thought was to use 3.4.6 to make 2.95.3 for x86_64 (the rabbit hole!). Well the one i posted above was compiled with the plugin setting which is for older PSP's, newer PSP's can use it without the plugins (also makes the program a lot smaller since its all compiled into 1), think of it a bit like RetroArch in that aspect, you have the main program then Cores/plugins used to play the games. Hope that answers your questions, any more let me know, oh also i will correct 1 thing you mentioned in the first thread, you dont need to be on GCC 2.95 to compile it, thats just the minimum, anything upto GCC 4.9 will work out of the box (the scummvm configure is set that way, but could also be easily changed to allow other versions but you might run into compile errors)Īlso Small question, why does it have to be this particular build of scummvm ? Im not sure if the plugin or the non-plugin version would work better on ps4 so you would need to test that (i don't have a modded ps4). Thats the basic rundown of the 2 different compiled versions you can have, the UMD mode is just a way of compiling the homebrew into a ISO to make it easier to work with since you can then just edit the ISO to add more games into the USRDIR then resave the ISO with the new games added (which could be useful if you are trying to run it on a different console like ps3 or ps4). If its just compiled all into 1 ELF (minus the theme and keyboard zip files) it makes it a lot more static so it has less files but makes 1 large ELF but it won't run on earlier PSP's (possibly too high in memory ? not sure on that though). ![]() Click to expand.Well the one i posted above was compiled with the plugin setting which is for older PSP's, newer PSP's can use it without the plugins (also makes the program a lot smaller since its all compiled into 1), think of it a bit like RetroArch in that aspect, you have the main program then Cores/plugins used to play the games. ![]()
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