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Releases: rsn8887/scummvm

ScummVM PSP/Vita development version 2.1.0git-rsn8887.11 (with proper lipsync and improved Vita touch controls)

25 Jan 20:19
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These are working builds of ScummVM for the PSP and Vita based on 2.1.0git development source from 20180125, including some additional experimental features that have not yet been accepted into the main source code.

NOTE: On the Vita, rear touch is now enabled only when the new option "touchpad mouse mode" is on. This option is now off by default, but it can be turned on easily in the options menu in the control tab. This change is because many people find it annoying when they just hold the Vita and accidentally trigger rear touch events that move the mouse pointer.

Screenshot of ScummVM-2.1.0git-rsn8887.3-psp
(PSP Screenshot shown)

This is for anyone who wants to test out the latest experimental version of ScummVM PSP or Vita.

This is mostly because of the lipsync patch and touch support (see changelog entry below). I think the lipsync is a huge deal so should be immediately released. But it is also largely untested.

Note: To build PSP version, the buildbot changes from csnover's repository were included to enable building on the new Docker-based buildbot. For PSP compilation I therefore used the branch "experimentalpsp," for Vita compilation the branch "experimental."

Recent changes:

  • (Vita) Always use direct touch on front touch panel. Enabling the option "touchpad mouse mode" enables rear touch with relative touch mode, but the front panel always stays in direct touch mode. Thanks to ScHlAuChi and Csnover for help and suggestions regarding usability of touch features.

  • (Vita) rear touch is now enabled only when the new option "touchpad mouse mode" is on. This option is now off by default, but it can be turned on easily in the options menu in the control tab. This change is because many people find it annoying when they just hold the Vita and accidentally trigger rear touch events that move the mouse pointer.
    Note: When "touchpad mouse mode" is off, the rear touch is disabled, and the front touch is in direct mode, where the mouse pointer always jumps to the finger position, like on a mobile phone screen. When "touchpad mouse mode" is on, both front and rear touch are enabled, and they are both in indirect mode, where the finger can be far from the pointer and still move it, like on a laptop touchpad. In this mode, the pointer speed setting affects how far the pointer moves in response to a finger movement.

  • (Vita) improved direct touch accuracy

  • (Vita) direct touch implemented on front panel. It can be disabled and enabled in the control menu. Indirect touch now uses the pointer speed setting.

  • (Vita) touch controls on Vita. Left button: tap single finger. Right button: hold single finger while tapping second finger.

  • (Vita) fix crash on startup on Vita

  • Proper lipsync in DOTT and FT. The lips of the characters now stop moving during pauses in their sentences, just like in the original DOS games. We were playing DOTT and FT wrong the whole time. These patches are only lightly tested so far. The patches are by @rasky (DOTT) and @bonki (FT), thank you for fixing a longstanding problem!

  • Faster screen refresh and less input lag in the menu

  • Joystick mouse cursor speed is independent of screen resolution.

  • (Vita) Better analog joystick precision for more precise pointer movements, due to re-compilation with latest SDL2 library for Vita.

  • (PSP) Fixed cursor jumps in x/y coordinates, fixed new smooth cursor speed to the same that it was for the old, jerky cursor (can be adjusted in "Controls" tab).

  • (PSP) Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

  • (PSP) Add new graphics mode "Fit to Screen." This mode replaces the "4:3 Aspect Ratio" and "Keep Aspect Ratio" modes. The new "Fit to Screen" mode makes proper use of the "Aspect Ratio Correction" checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

  • (PSP) Add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM PSP/Vita development version 2.1.0git-rsn8887.10 (with proper lipsync and improved Vita touch controls)

25 Jan 03:09
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These are working builds of ScummVM for the PSP and Vita based on 2.1.0git development source from 20180124, including some additional experimental features that have not yet been accepted into the main source code.

NOTE: On the Vita, rear touch is now enabled only when the new option "touchpad mouse mode" is on. This option is now off by default, but it can be turned on easily in the options menu in the control tab. This change is because many people find it annoying when they just hold the Vita and accidentally trigger rear touch events that move the mouse pointer.

Screenshot of ScummVM-2.1.0git-rsn8887.3-psp
(PSP Screenshot shown)

This is for anyone who wants to test out the latest experimental version of ScummVM PSP or Vita.

This is mostly because of the lipsync patch and touch support (see changelog entry below). I think the lipsync is a huge deal so should be immediately released. But it is also largely untested.

Note: To build PSP version, the buildbot changes from csnover's repository were included to enable building on the new Docker-based buildbot. For PSP compilation I therefore used the branch "experimentalpsp," for Vita compilation the branch "experimental."

Recent changes:

  • (Vita) rear touch is now enabled only when the new option "touchpad mouse mode" is on. This option is now off by default, but it can be turned on easily in the options menu in the control tab. This change is because many people find it annoying when they just hold the Vita and accidentally trigger rear touch events that move the mouse pointer.
    Note: When "touchpad mouse mode" is off, the rear touch is disabled, and the front touch is in direct mode, where the mouse pointer always jumps to the finger position, like on a mobile phone screen. When "touchpad mouse mode" is on, both front and rear touch are enabled, and they are both in indirect mode, where the finger can be far from the pointer and still move it, like on a laptop touchpad. In this mode, the pointer speed setting affects how far the pointer moves in response to a finger movement.

  • (Vita) improved direct touch accuracy

  • (Vita) direct touch implemented on front panel. It can be disabled and enabled in the control menu. Indirect touch now uses the pointer speed setting.

  • (Vita) touch controls on Vita. Left button: tap single finger. Right button: hold single finger while tapping second finger.

  • (Vita) fix crash on startup on Vita

  • Proper lipsync in DOTT and FT. The lips of the characters now stop moving during pauses in their sentences, just like in the original DOS games. We were playing DOTT and FT wrong the whole time.

  • Faster screen refresh and less input lag in the menu

  • Joystick mouse cursor speed is independent of screen resolution.

  • (Vita) Better analog joystick precision for more precise pointer movements, due to re-compilation with latest SDL2 library for Vita.

  • (PSP) Fixed cursor jumps in x/y coordinates, fixed new smooth cursor speed to the same that it was for the old, jerky cursor (can be adjusted in "Controls" tab).

  • (PSP) Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

  • (PSP) Add new graphics mode "Fit to Screen." This mode replaces the "4:3 Aspect Ratio" and "Keep Aspect Ratio" modes. The new "Fit to Screen" mode makes proper use of the "Aspect Ratio Correction" checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

  • (PSP) Add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM PSP/Vita development version 2.1.0git-rsn8887.8 (with proper lipsync and improved Vita touch controls)

24 Jan 10:15
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These are working builds of ScummVM for the PSP and Vita based on 2.1.0git development source from 20180123, including some additional experimental features that have not yet been accepted into the main source code.

Screenshot of ScummVM-2.1.0git-rsn8887.3-psp
(PSP Screenshot shown)

This is for anyone who wants to test out the latest experimental version of ScummVM PSP or Vita.

This is mostly because of the lipsync patch (see changelog entry below). I think the lipsync is a huge deal so should be immediately released. But it is also largely untested.

Note: To build PSP version, the buildbot changes from csnover's repository were included to enable building on the new Docker-based buildbot. For PSP compilation I therefore used the branch "experimentalpsp," for Vita compilation the branch "experimental."

Recent changes (note: we were playing DOTT and FT wrong the whole time!):

  • (Vita) direct touch implemented on front panel. It can be disabled and enabled in the control menu. Indirect touch now uses the pointer speed setting.

  • (Vita) touch controls on Vita. Left button: tap single finger. Right button: hold single finger while tapping second finger.

  • (Vita) fix crash on startup on Vita

  • Proper lipsync in DOTT and FT. The lips of the characters now stop moving during pauses in their sentences, just like in the original DOS games.

  • Faster screen refresh and less input lag in the menu

  • Joystick mouse cursor speed is independent of screen resolution.

  • (Vita) Better analog joystick precision for more precise pointer movements, due to re-compilation with latest SDL2 library for Vita.

  • (PSP) Fixed cursor jumps in x/y coordinates, fixed new smooth cursor speed to the same that it was for the old, jerky cursor (can be adjusted in "Controls" tab).

  • (PSP) Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

  • (PSP) Add new graphics mode "Fit to Screen." This mode replaces the "4:3 Aspect Ratio" and "Keep Aspect Ratio" modes. The new "Fit to Screen" mode makes proper use of the "Aspect Ratio Correction" checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

  • (PSP) Add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM PSP/Vita development version 2.1.0git-rsn8887.7 (with proper lipsync and Vita touch controls)

23 Jan 14:21
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These are working builds of ScummVM for the PSP and Vita based on 2.1.0git development source from 20180123, including some additional experimental features that have not yet been accepted into the main source code.

Screenshot of ScummVM-2.1.0git-rsn8887.3-psp
(PSP Screenshot shown)

This is for anyone who wants to test out the latest experimental version of ScummVM PSP or Vita.

This is mostly because of the lipsync patch (see changelog entry below). I think the lipsync is a huge deal so should be immediately released. But it is also largely untested.

Note: To build PSP version, the buildbot changes from csnover's repository were included to enable building on the new Docker-based buildbot. For PSP compilation I therefore used the branch "experimentalpsp," for Vita compilation the branch "experimental."

Recent changes (note second entry: we were playing DOTT and FT wrong the whole time!):

  • (Vita) touch controls on Vita. Left button: tap single finger. Right button: hold single finger while tapping second finger.

  • (Vita) fix crash on startup on Vita

  • Proper lipsync in DOTT and FT. The lips of the characters now stop moving during pauses in their sentences, just like in the original DOS games.

  • Faster screen refresh and less input lag in the menu

  • Joystick mouse cursor speed is independent of screen resolution.

  • (Vita) Better analog joystick precision for more precise pointer movements, due to re-compilation with latest SDL2 library for Vita.

  • (PSP) Fixed cursor jumps in x/y coordinates, fixed new smooth cursor speed to the same that it was for the old, jerky cursor (can be adjusted in "Controls" tab).

  • (PSP) Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

  • (PSP) Add new graphics mode "Fit to Screen." This mode replaces the "4:3 Aspect Ratio" and "Keep Aspect Ratio" modes. The new "Fit to Screen" mode makes proper use of the "Aspect Ratio Correction" checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

  • (PSP) Add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM PSP/Vita development version 2.1.0git-rsn8887.6 (with proper lipsync!)

22 Jan 00:11
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These are working builds of ScummVM for the PSP and Vita based on 2.1.0git development source from 20180121, including some additional experimental features that have not yet been accepted into the main source code.

Screenshot of ScummVM-2.1.0git-rsn8887.3-psp
(PSP Screenshot shown)

This is for anyone who wants to test out the latest experimental version of ScummVM PSP or Vita.

This is mostly because of the lipsync patch (see changelog entry below). I think the lipsync is a huge deal so should be immediately released. But it is also largely untested.

Note: To build PSP version, the buildbot changes from csnover's repository were included to enable building on the new Docker-based buildbot. For PSP compilation I therefore used the branch "experimentalpsp," for Vita compilation the branch "experimental."

Recent changes (note second entry: we were playing DOTT and FT wrong the whole time!):

  • fix crash on startup on Vita

  • Proper lipsync in DOTT and FT. The lips of the characters now stop moving during pauses in their sentences, just like in the original DOS games.

  • Faster screen refresh and less input lag in the menu

  • Joystick mouse cursor speed is independent of screen resolution.

  • (Vita) Better analog joystick precision for more precise pointer movements, due to re-compilation with latest SDL2 library for Vita.

  • (PSP) Fixed cursor jumps in x/y coordinates, fixed new smooth cursor speed to the same that it was for the old, jerky cursor (can be adjusted in "Controls" tab).

  • (PSP) Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

  • (PSP) Add new graphics mode "Fit to Screen." This mode replaces the "4:3 Aspect Ratio" and "Keep Aspect Ratio" modes. The new "Fit to Screen" mode makes proper use of the "Aspect Ratio Correction" checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

  • (PSP) Add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM PSP development version 2.1.0git-rsn8887.4

05 Jan 21:55
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This is a working build of ScummVM for the PSP based on 2.1.0git development source from 2017-01-05.

Screenshot of ScummVM-2.1.0git-rsn8887.3-psp

This is for anyone who wants to test out the latest development version of ScummVM PSP until the ScummVM buildbot is switched over to the new Docker-based buildbot system and official PSP daily builds start working again.

Recent PSP-related changes:

  • fixed cursor jumps in x/y coordinates, fixed new smooth cursor speed to the same that it was for the old, jerky cursor (can be adjusted in "Controls" tab).

  • Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

  • Add new graphics mode "Fit to Screen." This mode replaces the "4:3 Aspect Ratio" and "Keep Aspect Ratio" modes. The new "Fit to Screen" mode makes proper use of the "Aspect Ratio Correction" checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

  • Add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM PSP development version 2.1.0git-rsn8887.3

04 Jan 12:31
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This is a working build of ScummVM for the PSP based on 2.1.0git development source from 2017-01-04.

Screenshot of ScummVM-2.1.0git-rsn8887.3-psp

This is for anyone who wants to test out the latest development version of ScummVM PSP until the ScummVM buildbot is switched over to the new Docker-based buildbot system and official PSP daily builds start working again.

Recent PSP-related changes:

  • Implemented smooth mouse cursor motion and control options where one can change mouse cursor speed and joystick deadzone settings.

  • Add new graphics mode "Fit to Screen." This mode replaces the "4:3 Aspect Ratio" and "Keep Aspect Ratio" modes. The new "Fit to Screen" mode makes proper use of the "Aspect Ratio Correction" checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

  • Add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM PSP development version 2.1.0git-rsn8887.2

03 Jan 20:54
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This is a working build of ScummVM for the PSP based on 2.1.0git development source from 2017-01-03.

Screenshot of ScummVM-2.1.0git-rsn8887.2-psp

This is for anyone who wants to test out the latest development version of ScummVM PSP until the ScummVM buildbot is switched over to the new Docker-based buildbot system and official PSP daily builds start working again.

Recent PSP-related changes:

  • Add new graphics mode "Fit to Screen." This mode replaces the "4:3 Aspect Ratio" and "Keep Aspect Ratio" modes. The new "Fit to Screen" mode makes proper use of the "Aspect Ratio Correction" checkbox setting. If the checkbox is set, the aspect ratio will be forced to 4:3, useful for games like Full Throttle. If the checkbox is not set, the aspect ratio will be the original game aspect ratio, useful for games like Dreamweb.

  • Add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM PSP development version 2.1.0git-rsn8887.1

31 Dec 16:22
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This is a working build of ScummVM for the PSP based on 2.1.0git development source from 2017-12-31.

Screenshot of ScummVM-2.1.0git-rsn8887.1-psp

This is for anyone who wants to test out the latest development version of ScummVM PSP until the ScummVM buildbot is switched over to the new Docker-based buildbot system and official PSP daily builds start working again.

Recent PSP-related changes:

  • add new graphics mode "4:3 Aspect Ratio" (dam-soft, digitall, rsn8887)
    Now the user has the choice between the old graphics mode "Keep Aspect Ratio," good for 16:10 games like Dreamweb, and a new mode "4:3 Aspect Ratio," good for 4:3 games like Full Throttle.

ScummVM Vita_Mod v1.13

01 Dec 00:57
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NOTE: This release is now obsolete since this work was merged into mainline ScummVM a while ago. For the latest Vita release of ScummVM, please go to http://buildbot.scummvm.org/builds.html and download the latest Vita development build there.


Quick release with my additions/changes to Cpasjuste's awesome ScummVM Release for Vita.

Big thanks to Cpasjuste for porting ScummVM to the Vita. This release page might be ahead or behind Cpasjuste's repository depending when pull requests are merged etc.

CHANGELOG (of this modded version):
1.13

  • Merged in latest changes from mainline ScummVM as of 2017-03-05
  • first release after merging with mainline ScummVM

1.12

  • Merged in the latest changes from mainline ScummVM as of 2017-02-28
  • Automatic tab size in menu, more tabs fit on screen now (wjp)
  • Fixed pointer speed setting 8 (was a bit too slow)

1.11

  • Fix R = Shift key
  • App is now built as safe
  • Refactored shader menu code to be compatible with mainline ScummVM

1.10

  • R is now also shift, this enables "Mass Add..." button in menu
  • The aspect ratio correction is now done in hardware on Vita
  • The aspect ratio correction now increases the height instead of decreasing the width, if it fits on the screen
  • If fullscreen is off, the screen is hardware-scaled by a factor 2x automatically if the result fits on the screen. This scaling makes use of the user-selected shader and the graphics filtering.

1.09

  • Shader support done by Cpasjuste
  • Fixed erratic pointer speeds
  • Added menu options to set mouse speed and joystick deadzone
  • Added shader menu to conveniently select shaders. I think the best picture is still obtained with "mode = 2x" + "filtering ON" + "fullscreen ON" + "shaders = none," but the shaders are pretty nice, too, if you like them
  • Compiled with Freetype2 (slightly nicer fonts)

1.08

  • PSP2: enabled 16-bit color flag to support a few more games (Humungous Entertainment etc.)

1.07

  • Increased resolution of slow analog pointer motion

1.06

  • Slow analog ('modifier'+stick) made slower

1.05

  • Improved button map, R-Button for slow mouse

    new mappings:

    • Left stick => Mouse
    • R + Left stick => Slow Mouse
    • Cross => Left mouse button
    • Circle => Right mouse button
    • DPad => Cursor Keys (useful for character motion)
    • R + DPad => Diagonal Cursor Keys
    • Triangle => Game menu (F5)
    • Square => Period '.' (used to skip dialog lines)
    • R + Square => Space ' '
    • L Trigger => Escape (used to skip cutscenes)
    • R + L => Return
    • Start => ScummVM's global in-game menu
    • Select => Toggle virtual keyboard
    • R + Select => AGI predictive input dialog

1.04

  • More fixes to jerky analog joystick pointer for some engines such as Dreamweb that the previous fix did not apply to

1.03

  • Smoother analog pointer motion

1.02

  • much better gfx quality in fullscreen mode: turning gfx filtering on now works as expected, and "2x+fullscreen+filtering on" looks amazingly good now (requires setting the options, then quitting and restarting. This is because of the integer prescale it acts like a sharp-bilinear filter (new default)

1.01

  • pulled in recent changes by Cpasjuste (flac support, fix optimizations, etc.)

1.00

  • fixed jerky "stop and go" behaviour of analog joystick mouse pointer controls

Below are the contents of readme-psp2.md:

Prerequisites

Installing

From a computer, download the installable package. Unzip and copy the .vpk file it to the PlayStation Vita and install it.

Configuring and playing games

The user manual describes how to add games to ScummVM and launch them : http://wiki.scummvm.org/index.php/User_Manual

PlayStation Vita Specifics

Saves are wrote in the ux0:/data/scummvm/saves folder.

Joypad button mapping

  • Left stick => Mouse
  • R + Left stick => Slow Mouse
  • Cross => Left mouse button
  • Circle => Right mouse button
  • DPad => Cursor Keys (useful for character motion)
  • R + DPad => Diagonal Cursor Keys
  • L Trigger => Game menu (F5)
  • R Trigger => Shift (used to enable Mass Add in menu)
  • Square => Period '.' (used to skip dialog lines)
  • R + Square => Space ' '
  • Triangle => Escape (used to skip cutscenes)
  • R + Triangle => Return
  • Start => ScummVM's global in-game menu
  • Select => Toggle virtual keyboard
  • R + Select => AGI predictive input dialog

Disclaimer

Unauthorized distribution of an installable package with non freeware games included is a violation of the copyright law and is as such forbidden.

Building from source

This port of ScummVM to the PSP2 is based on SDL2. It uses the open source SDK VITASDK.

The dependencies needed to build it are :

Once all the dependencies are correctly setup, an installable package can be obtained from source by issuing the following command :

./configure --host=psp2 && make psp2vpk

Thanks

Xavier from consoleX for donating a ps vita device
xerpi for initial SDL2 port
VITASDK and henkaku developers