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Messages - Jinx1337

#21
Thank you!

All the games start now!
That said, I am having some issues with some of them.

1) As mentioned previously in this thread, only software mode actually renders any graphics. Hardware mode equals a black screen.
2) Technobabylon / Unawoved randomly crashing without an error. Seems completely random too (some sort of cache/buffer overflow?). Other than that, they're running perfectly without any hitches. What might be the issue?
3) Would it be possible to add a RELATIVE MOUSE sensitivity setting? I only play games with relative mouse, to the point of actually choosing running games through AGS rather than their native android ports (I hate point and click on a the phone).

Thanks for your great work.
#22
Also - anyone got problems with TECHNOBABYLON randomly crashing? :(

I am using the GOG version on a SNAPDRAGON 855 device (Samsung S10+) so should be more than enough.
#23
Quote from: Crimson Wizard on Fri 28/06/2019 15:12:08
Quote from: Jinx1337 on Fri 28/06/2019 12:16:24
How is 'working that out' going along?
Which one is the newest version for android?

It's done in code, but I forgot to upload new APK.

Can I kindly ask you to upload it? :)
There's plenty more games we could take on the run, but are unable to run because of this bug (Unovowed, last version of Heroine's Quest, Mage's Initiation).
#24
Quote from: Crimson Wizard on Tue 16/04/2019 11:49:11
Quote from: vrokolos on Tue 16/04/2019 08:43:31
Unavowed doesn't work for me. Tried both steam and gog versions. It stops at startup with a message about achievements. Is there a workaround to this? Using latest 3.4 version

Please, in cases like this include actual error message. But I will make a guess it is "script link error" because Android port does not include steam/gog plugin.

If that's the case, then perhaps first solution is to build and include steam/gog stub plugin into APK along with others.
In the past Monkey0506 also suggested embedding plugin placeholders for steam/gog client into the engine, but I did not realize why it may be necessary at first.

These are two ways, I believe either may be tried. I'd try building separate plugin stub and including into APK first, because that does involve modifying engine code. If that won't work for some reason, then try another one.

PS. That said, I have to make a formal warning that running the game on its own does not guarantee it will be playable on touch-screen device. If it's not then probably waiting for Wadjet Eye to produce a mobile version of their game would be better (idk if they are planning).

PPS. We are currently trying to work this problem out.

Hi!

How is 'working that out' going along?
Which one is the newest version for android?
#25
FINALLY! A fix has been found by a gentleman by the BrainOfSweden; taken from Steam forums.

Works for ALL DirectDraw games it affects (including Majesty Gold HD, AGS Games (Gemini Rue, Space Quest 2, Trilby etc.), Neighbours from Hell etc.).

Seems like this is a specific Nvidia Optimus Bug.

Direct quote from said forum:


"Found a working fix
First of all, I want to thank everyone that gave me ideas, this is kind of a mashup of all fixes I've found that only worked partly. Unfortunately I don't remember where I read everything, so, thanks to everyone who tried to get the game running.
Second, this fix requires no extra screens or cables.

I cant guarantee it will work on every laptop, but if you have an Nvidia Optimus card, try it. Here's how to (users with external monitors, read the last section too):

Begin with opening Nvidia control panel. In the "Manage 3D settings" tab, go to program settings and click add.
Navigate to your Steam installation path, and go to \steamapps\common\Sonic Generations\ and choose the sonicgenerations.exe file. Force it to use your Nvidia card. I don't know if it's necessary, but I also did this with the config exe.
After you have applied the settings, go to your desktop.

Right click and select screen resolution. In this window you should click detect. If you can see two displays that are grayed out and named after your video cards, you're probably good to go.
Choose your Nvidia card and select "Attempt to connect anyway on (VGA in my case)". Don't remember which drop down menu it is, just fool around a little. When you found it, click apply.
Then, choose extended desktop and apply again. This will force-activate your discrete GPU.
Now the fun starts.

The guide is edited from here

Open the Sonic Config tool and check if your Nvidia card is present. But instead, choose your Intel card and whatever other settings you want.
Now start Sonic, and it will propably work.

What's technically happening is that Sonic starts on the integrated GPU, But since the Nvidia card is active through the fake monitor, it will force itself to render Sonic thanks to the changes in the Nvidia control panel.

Users with Optimus and external monitors, read this:
Thanks to cazaroonie for this solution
Quote:
Originally Posted by cazaroonie 
I have a M11x R2 as well. I use an external monitor almost always and run that through the HDMI (never ever used the displayport...). I don't extend the screen between the two, though.

Following all of the steps the OP provided I ended up with three cards showing up in the config. Two intel (#0 & #1) and the nvidia card (#2). When telling it to run #2 it wouldn't work. Cue much frustration.

Random adage... I always have two monitors showing up in the screen resolution settings (one running, one grayed) and when I completed the steps I had three, all running. Even the imaginary one.

What I ended up doing is running it on #0 which is apparently what was running the external monitor? You need to make sure the screen is extended across all "three" monitors. Make sure the nvidia settings are set to run both the sonic generations exe and the config exe using the nvidia card.
I really hopes this works for you, but leave a message if it doesn't, and I'll try to help you."
#26
Anything new in that regard?

I'm utmost interested.

Cheers!
#27
Engine Development / Re: AGS engine PSP port
Fri 13/01/2012 02:19:16
Quote from: JJS on Sun 08/01/2012 18:40:55The videos look pretty much like what I get on my PSPs. Probably the slight delay is simply from setting up and playing the sound. So it might be unavoidable.

Aw, shucks.

I've noticed how sound intesive ScummVM games "stream" the audio without any hiccup, rather than pre-load it; maybe that would help?

Yeah, I don't know crap about coding. Don't mean to sound like a 'know-it-all-smart-ass' or anything ;)
Just thinking out loud.
#28
Engine Development / Re: AGS engine PSP port
Sun 08/01/2012 04:20:18
Quote from: lestat666 on Sat 07/01/2012 22:20:33
There is only one other hardware thing i can think of if it is not a software issue.

What kind of memory stick do you have. 
I am using an 8GB Sony Memory Stick PRO-HG Duo HX.

I keep my regular Sony pro-duo as my Magic Memory stick.

If you are using a regular pro duo, i know they have slower read speeds.
The one I am using is 30MB a sec instead of 20...   

They are only 20 bucks brand new and come with a high quality reader.
Maybe you can try that out.

If this isn't the case, it maybe a software issue that JJS has to sort out.


I'm pretty positive I have the very same card, and it also shows up as a MAGIC GATE, so I know its legit.
Did you check the movies I posted? You don't get the same reading that I'm getting?

Weird indeed :)
#29
Engine Development / Re: AGS engine PSP port
Sat 07/01/2012 05:26:38
Unfortunately, nope - the newest version didn't fix it.

Didn't know you have a daily build site tho, JJS - thanks for the link!

I've recorded how the game behaves (tried setting sound cache to 10, 20, 40 and even 1 [and 0] to disable it, but that doesn't seem to affect anything in my case).

MMD: http://dl.dropbox.com/u/22299599/Video%2007.01.2012%2006%2012%2043.mov
7 Days: http://dl.dropbox.com/u/22299599/Video%2007.01.2012%2006%2021%2051.mov

It is most apparent in the second video, when two guys walk together (and apparently, the sound effects overlap). Notice how the memcard LED blinks, showing the evident MS reading; as if nothing gets cached at all.
It happens in every game with footsteps sounds.

edit:
glad to have this thread alive again :)
#30
Engine Development / Re: AGS engine PSP port
Fri 06/01/2012 03:12:50
Quote from: lestat666 on Thu 05/01/2012 02:02:43
Really???

That is strange...... I just loaded up MMD.  I hadn't started it yet because i am playing gemeni rue.   No delays for footsteps when in front of the Mansion.  What mod are you using?  I wonder if that has something to do with it.  I am running pro B 10 on a psp fully hackable 2000.  Is yours a 1000?  I know the 1000s only have 32MB RAM instead of 64.....  that could have something to do with it too.

PSP 2000, fully hacked with latest PRO as well (memstick speed up turned on in recovery as well).

I'll try getting to it tommorow and recording a video of said delay.
#31
Engine Development / Re: AGS engine PSP port
Tue 03/01/2012 16:05:21
JJS, are you still working on this project?

I truly hope it doesn't end up abandoned.

I love the October update, however I am still hoping for the stretched widescreen support.
However, I still get loading times between sound effects like footsteps (which result in 2 sec pauses between steps the characters take).

lestat666 - I am getting these in Maniac Mansion Deluxe as well (apart from "X days a..." games); you sure have these playing smoothly?

Cheers and all the best, JJS
#32
Engine Development / Re: AGS engine PSP port
Sat 20/08/2011 14:41:05
Bump!

Any updates JJS?

Cheers!
#33
Engine Development / Re: AGS engine PSP port
Mon 08/08/2011 21:05:40
Hm... "A tale of two kingdoms" doesn't show the dinner scene at all after returning the king's scepter at the very beginning of the game.

The game instead 'freezes' on a fadeout after which the dinner should happen.
The game skips the scene when you press START (mapped to the ESC key, was it?) and continues to play.
#34
Engine Development / Re: AGS engine PSP port
Mon 08/08/2011 20:24:30
Quote from: LimpingFish on Mon 08/08/2011 20:15:02
Quote from: Jinx1337 on Mon 08/08/2011 19:59:46
Now, remember when I asked you if decompressing the games would help speeding up the loading times? What tools do I need to try and decompress a random game of choice?

Compiled AGS games are encrypted. Try an open-source game, such as this one.

Is that so? Just tried Infinity String - one second load times between steps when a character walks. Gah...

Other than that, it seems to run the older games just fine! Awesome job JJS!
#35
Engine Development / Re: AGS engine PSP port
Mon 08/08/2011 19:59:46
Awesome!

A thousand 'thank yous', JJS!

Do you remember how I asked you if decompressing the games would help achieving better loading times? What tools would I require to decompress a random game of my choice?

It is driving me beyond crazy, how every action takes ca. 1-2 seconds to process in Kings Quest games; I actually had to switch the voices off in order to play the game comfortably. :)

And can I hope for the fullscreen feature I await so much in the nearest future?


Once again, cheers to you kind sir!
Thank you!

edit:

yeah, in 7DAYS it reads the MS for about half second every time a character takes a step; loading up the 'footsteps' sound files make characters walk like slo-mo robots ;)
#36
Engine Development / Re: AGS engine PSP port
Fri 05/08/2011 11:40:55
Can hardly wait for updates!
#37
Engine Development / Re: AGS engine PSP port
Mon 01/08/2011 02:27:49
Hey, it is me who ought to thank you for all the work you're putting into this. ;)

As to the ScummVM games, I figure they could at least hint at the memory workarounds they themselves came up with.

Cheers  JJS, patiently awaiting any updates to the project!
#38
Engine Development / Re: AGS engine PSP port
Sat 30/07/2011 15:48:14
As for the PRO firmware: it consists of two things as far as I'm aware.

Faster MS Card driver (which existed well before M33 firmwares, removed in newer firmwares to stop piracy [as far as I know from the scene]). It was then put as an option in M33 firmwares, removed in post-M33 and injected back with PRO (and possibly ME, but I can't vouch for that). You can enable it through Recovery Menu -> Advanced settings.

The second thing is Inferno/NPD9900 ISO driver cache. Not sure how it works, tho you can set up the cache size in MB, number and even policy (LRU or random).

Both of these things speed up the MS access CONSIDERABLY and then some more.

edit:

Oh, and wouldn't unpacking the games somehow help in accessing the files as well?
#39
Engine Development / Re: AGS engine PSP port
Sat 30/07/2011 15:38:43
Have you tried contacting the ScummVM team responsible for its PSP port?

Mainly Bluddy, MD5, jstoop or Pix? [I reckon Bluddy would be the first one to help]

They've been optimizing the PSP port in terms of memory since ages and have quite an experience with it (memory heavy games like SCI1/1.5 engine, Toonstruck, Return to Zork or even 7th Guest work wonderfully thanks to their input).

It might be a totally different situation in case of AGS (who am I to know, huh?) and I might be shooting in the dark, but thought it would be worth suggesting nevertheless.
#40
Engine Development / Re: AGS engine PSP port
Sat 30/07/2011 09:57:14
Got it!

They keyboard works good as it is now - but you could also try implementing the open source Danzeff Keyboard, which wouldn't clash with fullscreen. Then again, Danzeff would make it harder to fight, i.e. in the Quest for Glory 2.

Also, up/down/left/right could be mapped as arrow keys (which could help some games) in that situation.

Do you reckon mscard reading speed could improve? I hate those tiny little breaks between voice lines in Gemini Rue. And I'm using PRO's firmware MS SPEED UP option already ;)

What is the most optimal setting for cache in your opinion?


edit:

Oh, and lastly - do you think you'd be able to find a way to somehow optimize the PSP's memory (or maybe lessen its consumption) in the longer run? Quest for Glory 2 still crashes on me, even with the cache clearing on screen change and extra memory :(

Sorry to bother you with all the questions / suggestions - I'm just really enthusiastic about your project! Wish I could help you, but I can't code for squat. Cheers.
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