Opened 14 years ago

Closed 13 years ago

Last modified 6 months ago

#8479 closed patch

New GP32 port

Reported by: SF/wonst719 Owned by: sev-
Priority: normal Component: Port: GP32
Keywords: Cc:
Game:

Description

This is a restructured / remade version of current GP32
port in CVS.
ScummVM now works on GP32, but it is unfinished and
is WIP.

Some notes:
- NP/BP/LP function and various macros that I added in
portdefs.h eases my debugging process.
- I made slight change to scumm.cpp. This allows GP32
to detect V5+ games properly though I don't know why
this works. :)

Ticket imported from: #1341626. Ticket imported from: patches/584.

Attachments (3)

scummvm-gp32.diff.gz (57.6 KB) - added by SF/wonst719 14 years ago.
re-upload v1 patch
scummvm-gp32-v2.diff.gz (55.8 KB) - added by SF/wonst719 14 years ago.
v2 patch against 11/01
scummvm-gp32-v3.diff.gz (55.9 KB) - added by SF/wonst719 13 years ago.
v3 patch

Download all attachments as: .zip

Change History (17)

Changed 14 years ago by SF/wonst719

Attachment: scummvm-gp32.diff.gz added

re-upload v1 patch

comment:1 Changed 14 years ago by sev-

Owner: set to sev-

comment:2 Changed 14 years ago by fingolfin

Within your port, you can do (almost) everything you like,
so you don't have to "justify" using those :-). Some notes,
however:

* You seem to add custom font data (in fontdata.c). Is that
really necessary? Can't you just use one of the already
built-in fonts?

* Why do you disable the mixer check in scumm.cpp ? At the
very least, add a comment which explains the reasons.

* Your other change in scumm.cpp (I assume this is the one
you are talking about in your submission), the one which
moves "ScummGameSettings game = *g;" around, looks
suspicious. If the two behave differently, something is
quite wrong. Maybe a compiler bug?

comment:3 Changed 14 years ago by SF/wonst719

* Custom font data is not really necessary. But I needed a
smallar font (8x8) to display more debug lines at bottom of
the screen.

* Mixer hack... Well, In fact, I forgot removing it from source
code. :) I once revealed the hack, and then found the mixer
works well without it. I will remove it soon.

* Change in scumm.cpp: I really don't know why it works.
The two should behave the same. But the two definitely show
different results.
Without this change, game filename (g->name there) will be
cut except its first letter.
e.g) If selected game file name is "tentacle".000, the
remaining will be "t".000.
A compiler (arm-elf-gcc 4.0.1) bug is more likely.

comment:4 Changed 14 years ago by fingolfin

* The console font is 5x7. That's not small enough? :-)

* Glad to hear about the mixer hack going away :-)

comment:5 Changed 14 years ago by SF/wonst719

I uploaded a updated patch.

* Font: Unfortunately I can't use the font. Debug output starts
BEFORE ScummVM is inited...
* Removed mixer hack. :)
* Optimized blitter a bit.
* Mapped more buttons.

Changed 14 years ago by SF/wonst719

Attachment: scummvm-gp32-v2.diff.gz added

v2 patch against 11/01

comment:6 Changed 14 years ago by sev-

Ok. Changes to common ScummVM code are minimal and most are
same as for other smaller platforms really nice.

Only inconvenience with the patch is that files from CVS
directories were added too.

Questions/suggestions about backend itself.
o Code formatting :( Your code is a big mix. I counted at
least three
different ways of putting opening square brackets ;)
.See http://www.scummvm.org/documentation.php?view=conventions
o Why clock speed is hardcoded?
o Those hardcoded scummvm command line arguments. They could
successfully be overridden in .ini file. Also -d9
usually produces
_lots_ of output, so you either slow down whole process
significantly
or will fill in space on SMC in less than dozen minutes.
o You don't really need to handle cursor target scale.
That's intended for
640x480.
o You have aspect ratio correction disabled. Probably you
should do it only
when debug level is set?
o rename memcpy.S to memcpy.s
o README :)))

Otherwise looks nice.

comment:7 Changed 14 years ago by djwillis

Won Star,

Firstly I was really pleased to see the version you released
on your site and even more pleased to see it put up as a patch.

There is some much needed refactoring in this patch and it
is a big improvement over the existing CVS code however
there are a few things that you may want to consider putting
on the TODO list. I dont mind taking a look at some of this
once I get the GP2X port into a usable state if you want as
I still have a soft spot for the port (and have some code
outside CVS but the scale of the refactor makes most (but
not all) of it irrelevant). Its nice to see minimal changes
outside the backend and some of the more blatant hacks gone :).

It seems worth considering moving or rewriting the existing
(admittedly hacky) pre-launcher that is in CVS into a
backend constructor allowing you to setup any GP32 specific
environment stuff before you go into the main engine and
GUI. This should allow you to get selectable CPU speed
support without all the timers going mad, enable/disable
synth sounds etc. quite easily without the need to hack
about with fake command line parameters and hard coding the
executable.

Have you considered re-implementing the gammatab function
that is in the CVS code (or something like it). This would
IMHO be a worthwhile exercise as the quality and brightness
of GP32s screens can vary wildly among the various models
and can make ScummVM basically unusable on some devices
without the gamma increase.

A similar comment comes from the removal of the virtual
keyboard code (ok, keyboard is a maybe an overstatement)
that allowed input (up/down to select char, left/right move
about the text etc.) into text fields for things such as saves.
Working on a more pragmatic approach looking at the
Smallscreen backend ideas mused here
http://sourceforge.net/tracker/index.php?func=detail&aid=1325302&group_id=37116&atid=418822
may be more suitable in the long run depending on the bloat
added by inheriting such a potential backend considering how
tight on RAM the port is.

I think you will need to gracefully handle 8.3 file names in
the save engine. My hack to do this was never fit for
committing to CVS ;) so you may consider something a little
nicer (I setup a define of SHORT_SAVENAMES to wrap this so
other platforms could use it, it is stil defined the
makefile). Several of the games generate a savefile name
over the 8.3 boundary and without a bit of work the GP32
lacks vFAT support so 8.3 is your lot and the save will fail.

Also, is the Fontdata.c the font from the GamePark SDK (not
been able to check yet) as the fonts in the GamePark SDK
whilst free are not strictly GPL if I remember correctly.
Whilst thinking about the GPL, am I right in thinking the
NetBSD derived memcopy.s you are using would require ScummVM
to state This product includes software developed by the
NetBSD Foundation, Inc. and its contributors. somewhere in
the documentation? I seem to remember seeing people fall
foul of that before not that it is a problem.

I am reviewing the version 2 DIFFs in more detail so I will
add any more comments I have but it does look good.

comment:8 Changed 14 years ago by SF/wonst719

Sorry, I'm late. :)
I've fixed my code so code formatting follows ScummVM
conventions.
I'm currently working on pre-launcher and gammatab stuffs,
because I felt some inconveniences without them. :)
Hardcoded command line arguments can be removed.
I'm also thinking about virtual keyboard like Symbian.

Notes:
* fontdata.c is not one from GPSDK... but I don't think it's
GPL, either.
Well, I could make one and release it as GPL. But lack of
time prevents me from working on this. :)
* NetBSD license should be in README.gp32 /
LICENSE.gp32 file...

Below's my current TODO list.

* Change the way how button is handled. Need "polling"
events...
* Reimplement pre-launcher so I can get rid of hardcoded
cpuspeed and command-line argument things.
* Implement gammatab
* Figure out why playing sound makes crash occasionally.
* Implement virtual keyboard with on-the-screen panel.
* Add text mentioning NetBSD License.
* Implement Aspect-ratio correction.
* Figure out why in-game GUI call consumes so many
seconds.
* README. :)

Changed 13 years ago by SF/wonst719

Attachment: scummvm-gp32-v3.diff.gz added

v3 patch

comment:9 Changed 13 years ago by SF/wonst719

It's v3 patch. :)

Changes:
* Implemented basic pre-launcher / splash screen, and
gamma ramp. Pre-launcher is not finished, however.
* Improved button event handling. Now polls button event
from queue.
* Other slight changes...

Btw, how to change FMOPL / sample rate settings from pre-
launcher without modify common ScummVM source code? Do I
have to use commandline arguments?

comment:10 Changed 13 years ago by fingolfin

I have no objections to the non-GP32 specific parts of the patch, so from my
point of view this could be submitted to CVS now.

comment:11 Changed 13 years ago by sev-

So I commited the patch. Won, in a couple days you will get
CVS write access to continue your work. Thanks a lot and
looking forward to collaborate with you officially :)

comment:12 Changed 13 years ago by sev-

Status: newclosed

comment:13 Changed 6 months ago by digitall

Component: Ports

comment:14 Changed 6 months ago by digitall

Component: PortsPort: GP32
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