The Big ScummVM and ResidualVM Thread

JenniferJennifer Moderator
edited January 2015 in General Chat
There's been quite a few threads about specific games in ScummVM and ResidualVM, but never one all-encompassing thread, so I figured I'd make one since ScummVM and ResidualVM are ever-evolving. :)

I'm a huge fan of the 2D adventure game program ScummVM and it's sister project for 3D adventures, ResidualVM (and the sister project ScummVM-Misc which includes an engine for text adventures made with Inform) by extension. So much so that I actually prefer to play adventure games through these programs. :)

I enjoy testing out engines as they're WIP, and there's often some times when the engines play straight through to completion long before they're added to a stable release. I'm playing through Gabriel Knight: Sins of the Fathers in ScummVM right now, and it works really well despite being WIP, and I played through Grim Fandango in ResidualVM before it received a stable release.

I've played ScummVM on Windows, Mac, Linux, BeOS, GP32, Dreamcast, Wii, and iPad and ResidualVM on Windows, Mac, and Linux. :D

Comments

  • edited May 2012
    I've never heard of residualvm before.

    I've got scummVM on my tablet with curse of mi. Does anyone know if it's possible to change the controls from virtual touch pad (the whole screen is a mouse) to actual touch?
  • edited May 2012
    I always wondered if there was a ScummVM for 3D games. Shame it's still in early stages, I could have used it for Journeyman Project 3 (it's only 1% compatible).
  • JenniferJennifer Moderator
    edited May 2012
    Friar wrote: »
    I've got scummVM on my tablet with curse of mi. Does anyone know if it's possible to change the controls from virtual touch pad (the whole screen is a mouse) to actual touch?
    What kind of tablet do you have? On iPad you can toggle touchpad mode by holding one finger on the screen and swiping another finger from left to right.

    On Android, you apparently toggle between touch-pad and direct mode by configuring the "Mixed AdLib/MIDI mode" on the MIDI tab from the "options" button in ScummVM's menu (since the android port currently lacks its own configuration dialog).

    Some info about the iPhone/iPad port can be found here.
    Some info about the Android port can be found here.
    Friar wrote: »
    I've never heard of residualvm before.
    It's a ScummVM sister project for 3D adventure games that uses the same GUI and has the same codebase framework as ScummVM. It used to be a sub-project called Residual, but the sourcecode was moved from the ScummVM repository.

    There is only official Amiga, Windows, Mac, and Linux support at the moment, but because it shares the same codebase as ScummVM, I wouldn't be surprised if many new ports pop up when a stable build is released. :)
  • edited May 2012
    I tried ScummVM on my DS, which would just be the perfect place to port the thing to, but I never really found it to work all that great. Same thing with the Wii (another great system to port it to). Shame.
  • edited May 2012
    Jennifer wrote: »
    What kind of tablet do you have? On iPad you can toggle touchpad mode by holding one finger on the screen and swiping another finger from left to right.

    On Android, you apparently toggle between touch-pad and direct mode by configuring the "Mixed AdLib/MIDI mode" on the MIDI tab from the "options" button in ScummVM's menu (since the android port currently lacks its own configuration dialog).

    Some info about the iPhone/iPad port can be found here.
    Some info about the Android port can be found here.


    It's a ScummVM sister project for 3D adventure games that uses the same GUI and has the same codebase framework as ScummVM. It used to be a sub-project called Residual, but the sourcecode was moved from the ScummVM repository.

    There is only official Amiga, Windows, Mac, and Linux support at the moment, but because it shares the same codebase as ScummVM, I wouldn't be surprised if many new ports pop up when a stable build is released. :)
    Oooh, thanks. It was an android tablet. Much better now!
  • JenniferJennifer Moderator
    edited May 2012
    I just played through Gabriel Knight in ScummVM (it was the first time I ever finished the game, actually). :)

    I can see why it's not ready for primetime yet. The flashlight doesn't work properly in the crypt, and the drum code selector is a bit fidgety (I had to select things from the far right in order for them to register correctly). Other than that though, it worked quite well. :)

    I was going to keep this post ScummVM specific, but I just have to say one thing about the game in general: Jim Cummings as the desk sergeant made me think of Bonkers every time I heard him. It's the same voice that he used for detective Lucky in that show. :D
  • edited May 2012
    I tried ScummVM on my DS, which would just be the perfect place to port the thing to, but I never really found it to work all that great. Same thing with the Wii (another great system to port it to). Shame.

    Funny, I think it works fine on Wii with the exception that the Save Game screen text is too small.

    I've played Curse of Monkey Island from start to finish on my Wii once before.
  • edited May 2012
    Chyron8472 wrote: »
    Funny, I think it works fine on Wii with the exception that the Save Game screen text is too small.

    I've played Curse of Monkey Island from start to finish on my Wii once before.
    I seem to recall trying Sam & Max, but it didn't work. Probably due to me installing it incorrectly or something. Eh, it's not the end of the world. The PC version works fine.
  • edited May 2012
    I played a couple of LucasArts games on my DS and had some problems with the font and scrolling. The Android version with its push pointer works really well though. Although I tried and was unable to finish The Dig, since there are some puzzles which requires you to push and hold the left mouse button. An action not implemented on the Android version of ScummVM.
  • edited May 2012
    Chyron8472 wrote: »
    Funny, I think it works fine on Wii with the exception that the Save Game screen text is too small.

    I've played Curse of Monkey Island from start to finish on my Wii once before.

    I have too... Kings Quest 5 and 6 work well on there as well... If you plug in a USB keyboard you can play the parcer games on there just fine too.
  • edited May 2012
    How can I set up ScummVM to use a game's original menu/savegame screen? I've heard it is possible.
  • edited May 2012
    It's not impossible. I believe it's a setting in the scummvm.ini file. If not, you can always quickly alter a single variable in ScummVM's source and compile yourself a custom build. Not really all that difficult, actually.

    I've got ScummVM on my DS and it runs beautifully. I just wish I had a GBA memory cart so I could use the ROM that takes advantage of the extra memory so I can play Full Throttle and The Dig on it. Someday.
  • JenniferJennifer Moderator
    edited May 2012
    Chyron8472 wrote: »
    How can I set up ScummVM to use a game's original menu/savegame screen? I've heard it is possible.
    If the menu is scripted, you can get to a game's original menu by pressing Alt and F5 (you can usually tell by games that use a different setup for the menu than the usual menus for a particular engine, like in Maniac Mansion for the NES).

    You can't use the original menus for games with unscripted menus (eg: most of the SCUMM games [the ones that share a common menu layout]) because the game's script only gives the text inside the buttons and none of the actual graphics or layout (that's all hardcoded in the original executable).
  • edited May 2012
    Yes, but it's different for SCI games. Which is what I think I mistakenly assumed Chyron was talking about. It actually has to be set manually in this case. Personally, I look at it as a missing feature because you can't press F5 and F7 to Save and Restore respectively anymore.
  • edited May 2012
    Yes, but it's different for SCI games. Which is what I think I mistakenly assumed Chyron was talking about.
    It is, actually.

    I'm not sure which setting in scummvm.ini it is.
  • edited May 2012
    Ah, well there you are. I know that the variable to use the Windows cursor icons (small and white) for the Windows versions of KQ5 and KQ6 and such is an option in the INI (I used to also change this in the source and compile my own version), but I don't know if they allowed the same for the save/restore GUI.
  • edited May 2012
    Just realized in the latest snapshot there's a new section in the Edit Game options menu called Engine which has a flag for "Use original Save/Load GUI". There's also one for "prefer digital sound effects" but it doesn't do anything for some games at the moment. Certain titles still default to using digital sound effects either way (like SQ3), unfortunately.
  • edited May 2012
    Certain titles still default to using digital sound effects
    as opposed to what?
  • edited May 2012
    Chyron8472 wrote: »
    as opposed to what?

    Me standing behind you strangeling a cat to create sounds.
  • edited May 2012
    Chyron8472 wrote: »
    as opposed to what?

    Certain games, if you enable Sound Blaster support, have digital sound effects. However, for the DOS versions, if you don't have a Sound Blaster they have MIDI equivalents. Like the sound of the ship taking off in SQ3 and SQ4 (disk version). KQ1SCI also has digital sound effects for the front gate when it closes. Water splashing, falling to the ground, etc. All the digital sound effects in SQ5. There are MIDI equivalent sound effects for all of these.

    For SQ4 in particular, all the digital sound effects are merely lo-fi recordings of the MT-32 sound effects. So if you have MUNT or a real MT-32 you don't need the digital sound effects as they wouldn't sound as good as the real deal. However, ScummVM automatically defaults to digital sound effects no matter what in most cases. It used to be for all games, but only some now. At least there is some progress. That's been an issue for a long time.
  • JenniferJennifer Moderator
    edited June 2012
    Somaen's Wintermute engine for ScummVM for the Google Summer of Code is coming along nicely. :)

    I just played through Rosemary with it, and it looked and played great (with the exception of the final scene and credits which didn't yet play due to a script runtime error). Here's a screenshot of Rosemary in ScummVM (compiled and played in Linux):

    attachment.php?attachmentid=3041&stc=1&d=1340205397

    It's amazing that it's come so far so fast. It also already has features from the full Wintermute that the Wintermute Lite engine does not (video playback and sprite mirroring and rotation). :)
  • JenniferJennifer Moderator
    edited August 2012
    The wintermute engine has come even farther now. I was able to get the Wintermute engine in ScummVM to compile in Windows (which I wasn't able to do last time I tested it, so I booted into Linux to test). (Update: It's available in the main tree now, so just download a daily build from scummvm.org).

    The author of the Wintermute engine in ScummVM completed these five Wintermute games, so they should work with it: Dirty Split, The White Chamber, Chivalry is NOT dead, Rosemary, and Pigeons in the Park. I only played Dirty Split and Rosemary so far, but they both worked fine for me (although the videos are very slow, which is a problem that was inherited from the ogg video player used in ScummVM's Broken Sword 2.5 engine).
  • edited December 2012
    Jennifer wrote: »
    It also already has features from the full Wintermute that the Wintermute Lite engine does not (video playback and sprite mirroring and rotation). :)

    Not entirely true, I still haven't fixed rotation.
  • JenniferJennifer Moderator
    edited December 2012
    ResidualVM is now considered stable and fully supports Grim Fandango. :) The first stable release, 0.1.0, is available in builds for Windows, Mac, and Linux.

    There's also been a lot of progress in the unstable developments builds. Myst III is completeable (with glitches and some missing features), and Escape from Monkey Island is now playable up to Lucre Island (and the Escape from Monkey Island demo is completable now). :)
  • edited December 2012
    Killer news! Downloading the new version now!!
  • edited December 2012
    Fantastic news!
  • edited December 2012
    I see they've given up on Journeyman 3 support, just as well since I've been done with that for a while, but still. But it's still good to see it finally making progress!
  • JenniferJennifer Moderator
    edited February 2013
    ResidualVM 0.1.1 "Lumbago Lemonade" is out now.

    Although this is just a bugfix release, it's a big one. There's over 40 gameplay fixes for Grim Fandango, including fixes for 14 bugs that were present in LucasArts' original 1998 release. :)
  • JenniferJennifer Moderator
    edited February 2014

    I just noticed johndoe123 made a pull request with an engine for Beavis and Butt-head in Virtual Stupidity, which is said to be fully completable. I played this game a lot during my childhood, and playing it is still a guilty pleasure (Beavis and Butt-head grate on me a bit now that I'm older, but it's still a fun adventure).

    EDIT: It's now in the trunk, so you can try it out with the latest daily builds.

  • JenniferJennifer Moderator
    edited February 2014

    A programmer named Tobias Pfaff has released Grim Mouse, a modified ResidualVM and Grim Fandango so that the game can be played completely with point and click mouse control.

    Grim Fandango can now be played with point and click control in all scenes, including the scenes where the camera shifts to close-up view. It also has a new point-and-click inventory system. In order to accomplish this feat, Tobias had to make major modifications to both the ResidualVM code and the game source. Luckily, ResidualVM's PatchR code allows for fan patches to be applied at run time, so all that is required to run this is the original game, just as the main ResidualVM branch.

    Tobias has released a Mac and Windows build of Grim Mouse, and the sourcecode is freely available if you want to compile it to try it on other platforms. It is currently in early alpha phase, so there are likely to be bugs present since it hasn't been fully tested yet. If you want to participate in the testing, or just want to try it out for yourself, head over to the Grim Mouse thread on the ResidualVM forums.

  • JenniferJennifer Moderator
    edited May 2014
    The Google Summer of Code is going on now, and ScummVM has been accepted again. This year though, they are acting as an umbrella for their sister project ResidualVM as well. :)

    It's always fun to follow the progress of the GSoC students working on anything that improves ScummVM, but my personal favorite projects are those that add new games or improve the support of games in existing engines. And this year, the students are going to be working on lots of those. :)

    In ResidualVM, JoseJX and akz are going to be working on improving support for Escape from Monkey Island, and subr3v is improving the TinyGL implementation.

    In ScummVM, uruk is adding support for the adventure game Sfinx by LK Avalon and translating it to English from Polish, and Lukaslw is adding support for The Prince and the Coward from Metropolis and also is translating the game to English. :)

    It's still early days, but the students working on improving support in ResidualVM for Escape from Monkey Island have already created fixes for some issues in EMI that have been merged to trunk, so support is already better than before. :)
  • There's been major progress for both ScummVM and ResidualVM lately. ResidualVM 0.2.0 is out and now has full support for Myst III: Exile, alongside Grim Fandango. Escape from Monkey Island is also now completable in the latest daily builds, and the team is going to work to get Escape from Monkey Island fully supported in 2015.

    On the ScummVM side, the last officially released Zork games, Zork Nemesis and Zork: Grand Inquisitor are now supported in ScummVM and are playable in the latest daily builds. The GSoC task of getting Sfinx supported in ScummVM was also a success, and an English translation (and the original Polish version) of Sfinx is available on the ScummVM games page. Sfinx is also now completable in the latest daily builds.

  • JenniferJennifer Moderator
    edited July 2015

    This is normally the time of year when I'd be getting all excited about GSOC progress in ScummVM, but sadly both ScummVM and ResidualVM didn't get accepted into the Google Summer of Code program this year.

    That's not to say cool things aren't happening though. Electronic Arts gave the source code for the two Lost Files of Sherlock Holmes games to the ScummVM team. So far, the DOS version of Serrated Scalpel is completable. The second game, Rose Tattoo is being worked on, but only the intro sequence is completable. The team is also working on getting the 3DO version of Serrated Scalpel working, which will be nice as it included 16-bit color, video portraits, and full speech for every conversation in the game.

  • I only came because the title looked weird.

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