lr-scummvm: request for comments and testing
-
@BuZz , I would like some advice from you to improve user experience :)
I've been studying on supporting launching scummvm games directly from the game folder in EmulationStation (single operation) instead of having to enter the folder and launch the svm file in there (two operations). Also, by having ES recognising the folder itself, it's easier to scrape the games too.
I managed to make this work by means of a hack in the emulator entry of the scriptmodule in this way:
local -r emulator_cmd=( "$emudir/retroarch/bin/retroarch" -L "$md_inst/scummvm_libretro.so" --config "$md_conf_root/scummvm/retroarch.cfg" %ROM%/*.svm ) addEmulator 0 "$md_id" "scummvm" "${emulator_cmd[*]}"
The method is very simple as you can see. When the game folder has a known extension for EmulationStation (
.svm
for example) then at launch%ROM%
will be the folder itself in runcommand. Therefore, by adding/*.svm
, runcommand will build the final cmdline with any.svm
FILE inside the rom "folder" to pass to RA.This works fine as long as there is a single
.svm
file in the game folder. However I think this can be done more reliable and elegant in runcommand itself.My proposal is then to make a convention and make runcommand detect if the passed
%ROM%
is a folder, then search if there is a single file with the same extension as the passed folder inside, and if so, use the folder + file found as the final rom in the cmdline. This change is trivial and should be non-intrusive.The most important benefit is that this would not force users to rename their scummvm game folders (keeping the two-clicks to launch if they wish), and users that do so would get the "one-click launch" feature. Currently, the hack in the scriptmodule requires that the folders be renamed with the extension of scummvm to be used as roms by ES. I believe some users might not get this at first.
If you believe this is a worthy argument/use case, I can make the modifications to runcommand, test them and send a PR for you to review. Thanks!
-
@hhromic Would your folder hack work for other systems as well?
I was always a little bit disappointed that I wasn't able to use the same subfolder structure which Kodi has (all game/movie related files in its own folder). That would make rom/asset management so much easier. -
@hhromic I believe Daphne uses folders as well, if I recall correctly, so it might be good for inspiration to see how it is set up? Maybe there's something you can adapt from it.
-
@hhromic I've only just scanned over your msg. Please can you do a PR and we can discuss it there so I don't forget. Need to check some code in regards to your idea.
Btw sorry I never posted my module. I couldn't find it. It's in a backup for sure, but don't think it's much use now anyway. It's pretty basic.
-
@hhromic From my understanding, those are just optimizations made to the make file which was made using
make -j 4
, and could possibly be applied using a patch, still building from source. Script-Fu master, @cyperghost may be able to give further insight. Maybe there is a simple solution to get games to load using the same files/location as the stand alone ScummVM.I looked into the GL4ES, and I think the libretro ScummVM is already using it, therefore can use some of the advantages of OpenGL 2 (Where-as the standalone ScummVM runs off SDL). I don't know if additional dependencies are required.
Great to hear you may have solved the Freeze-on-Quit bug! I thought I finally had everything all set up just right, but now I'll have to give lr-scummVM a try!
Thank you. -
@EctoOne said in lr-scummvm: request for comments and testing:
@hhromic Would your folder hack work for other systems as well?
I was always a little bit disappointed that I wasn't able to use the same subfolder structure which Kodi has (all game/movie related files in its own folder). That would make rom/asset management so much easier.What I'm proposing is not strictly tied to
lr-scummvm
, yes. However I'm not sure what you meant. To clarify, I'm proposing forruncommand
to be able to do the following:- If the passed rom is a folder and the name has an extension, then search inside the passed folder for a single file with the same extension. If found, then use the combination of "passed folder/found file" as the rom to launch.
- Otherwise, just behave like it is doing currently and do not transform the rom passed.
This would allow everything to work as it is doing currently, but in addition will allow for lr-scummvm games to be launched directly with one click from ES if the user suffixes the game folder names with the ".svm" extension. If not, then it will still work but the user will need to enter the folder first.
If other emulators support running roms in folders in this same way, then it should work too.@pjft said in lr-scummvm: request for comments and testing:
@hhromic I believe Daphne uses folders as well, if I recall correctly, so it might be good for inspiration to see how it is set up? Maybe there's something you can adapt from it.
I will take a look, thanks for the pointer!
-
@BiZzAr721 using
make -j 4
is not a binary optimisation, just a build optimisation to compile faster. Currently, lr-scummvm compiles in less than an hour, so I just use the defaults from retropie. I don't know if GL4ES is used upstream in lr-scummvm but so far it is running very efficiently on my stock RPI 3B+, and others seem to be having good results too.I'm already proposing an enhancement for runcommand to be able to launch games directly from folders, that should be robust, extensible and harmless enough to be integrated in RP.
I hope you can test the Freeze-on-Quit fix, I'm looking very forward to confirm it works to submit upstream :) Thanks!
-
@BuZz said in lr-scummvm: request for comments and testing:
@hhromic I've only just scanned over your msg. Please can you do a PR and we can discuss it there so I don't forget. Need to check some code in regards to your idea.
Will do.
Btw sorry I never posted my module. I couldn't find it. It's in a backup for sure, but don't think it's much use now anyway. It's pretty basic.
No worries, the scriptmodule seems working fine so far :) Hope to send it soon to RP.
-
@hhromic @BiZzAr721 My knowledge about bash scripting is little. I'm stuck in building GLES out from the scriptmodule ;) Maybe I can use your script and rebuild it to this one openbor-6xxx
-
@hhromic Well, good news is I haven't had any freezing when exiting using
HOTKEY + START
! Navigating using joypad worked great, but my mouse would not work. (neither Trackpad incorporated in logitech KB, or corded USB mouse) Is there an option to allow joypad and KB & Mouse simultaneously? That's how the regular ScummVM core works. Mostly I will use the KB & Mouse combo, but I use joypad as well when I do not want to bother getting the keyboard.
Also, Speed Hack was disabled by default. -
@BiZzAr721 thanks for testing! I'm happy the freeze bug seems to be gone for you too.
Regarding using a real mouse/keyboard to play in ScummVM, I haven't tested that myself yet but will do to see how it works. Because RetroArch is focused on gamepad gaming, I suspect mouse/keyboard are mapped as gamepads by default. Will take a look and report back.Regarding the speed hack disabled by default, as suggested by the official documentation of the core, it is only enabled automatically if you are installing on an ARM device. What platform are you using?
-
I am using raspberry pi 3b, running RetroPie 4.4 (Stretch)
-
@BiZzAr721 for RPIs the speed hack should be automatically enabled. I tested on my RPI3 and RPI2 with stock RetroPie installed and in both it is enabled just fine.
By design of RetroPie, the speed hack core option will not be set if you already had it configured to any value, for example "disabled". This is to not overwrite any previous custom-configuration. I suspect that is what happening for you.
You can verify this by removing the core option
scummvm_speed_hack
in/opt/retropie/configs/all/retroarch-core-options.cfg
and re-configuring lr-scummvm usingsudo ./retropie_packages.sh lr-scummvm configure
. You will then see that the speed hack is now enabled automatically. -
I will try this when I have an opportunity. Also, this is just an image of the microSD I normally use - a testing ground of sorts. So any unistalling/reinstalling/changing configs ect that can help just let me know.
EDIT
@hhromic I was going through the regular ScummVM setup script (trying to change from version 2.0.1pre to latest/master - no luck yet) Anyway I noticed01_rpi_enable_scalers.diff
, and as I looked into it some more I noticed it was created by you. So, hats off to you for your work. I'm hoping that means I can change- build_scalers=yes
to enable scanlines or something of the sort! -
@BiZzAr721 thanks but I'm not the author of that patch. I just refactored it out of the scriptmodule into its own external file for easier maintenance :)
The purpose of that patch is precisely to enable scalers, so you shouldn't need to do anything. What it does is to removebuild_scalers=no
so it defaults toyes
.
I'm not currently using/experimenting with the standalone ScummVM, so maybe would be best to open a new topic if you are having issues with enabling scanlines there. Cheers! -
Hi
I really love this project, i'm a fan of ScummVM and using it with overlay is a dream for me :pI have try your version and using your tutorial in first post.
- This lr-scummvm working for me.
- Overlay is working, with joystick, and menu access key on START and START + SELECT to exit.
- But it is less smooth than the original one :(
- I can't understand how to launch a game from ES :(
I have add the directory of the game with the complete game in
/home/pi/RetroPie/roms/scummvm/freddi-win-fr.svm
When i try to launch it it show me the ScummVM menu empty.
I add it like with the old ScummVM official version and i can see it on the INI file[freddi-win-fr] description=Freddi Fish 1: The Case of the Missing Kelp Seeds (Windows/French) talkspeed=85 path=/home/pi/RetroPie/roms/scummvm/freddi-win-fr.svm subtitles=false gameid=freddi language=fr LastBottleLocations=2 TextOn=0 platform=windows guioptions=sndNoMIDI launchNoLoad noAspect lang_French
If i try to launch it again i come back to the ScummVM menu and i must click start
Then like you write i add and create in the game directory a file
freddi-win-fr.svm
When i try to launch it, i have a black screen and go back to ES.In
runcommand.log
i haveParameters: Executing: /opt/retropie/emulators/retroarch/bin/retroarch -L /opt/retropie/libretrocores/lr-scummvm/scummvm_libretro.so --config /opt/retropie/configs/scummvm/retroarch.cfg "/home/pi/RetroPie/roms/scummvm/freddi-win-fr.svm"/*.svm --appendconfig /dev/shm/retroarch.cfg scummvm: Stray argument 'Freddi' Usage: scummvm [OPTIONS]... [GAME] Try 'scummvm --help' for more options.
If i launch the same game with the old version of ScummVM it works fine.
-
@darknior thanks for testing! and thanks for the support on this scriptmodule, I hope it gets ready to merge upstream soon!
Beware that this core doesn't use the very latest upstream scummvm, so do not expect the exact same compatibility. It is not (yet) intended as replacement of the standalone scummvm.
However, I just tried the game you mention (Freddi Fish 1: The Case of the Missing Kelp Seeds (Windows/French) and worked fine for me on first try.
Did you add the stringfreddie
inside thefreddi-win-fr.svm
file? If still no luck, let me help you get things clear/correct so you can try again.First, make sure you are using the current version of the scriptmodule. Uninstall lr-scummvm, and remove the scriptmodule and associated files as instructed on the OP. Also make sure to remove your
~/RetroPie/BIOS/scummvm
folder and~/RetroPie/BIOS/scummvm.ini
file. This should put things back to the beginning. Then, re-install the scriptmodule and re-build/re-install the core. I know this can take some time, but is just to make sure you are on the right state. This is a summary of commands for accomplishing all this:cd $HOME/RetroPie-Setup # go to the RetroPie Setup directory sudo ./retropie_packages.sh lr-scummvm remove # remove lr-scummvm core rm -rf scriptmodules/libretrocores/{lr-scummvm.sh,lr-scummvm} # remove scriptmodule and old scriptmodule data rm -rf $HOME/RetroPie/BIOS/{scummvm.ini,scummvm} # remove config file and extras folder patch -p1 < <(wget https://github.com/hhromic/RetroPie-Setup/compare/master...add-lr-scummvm.diff -qO-) # re-patch with new version of the script sudo ./retropie_packages.sh lr-scummvm clean # clean any old build directory sudo ./retropie_packages.sh lr-scummvm # re-build lr-scummvm, configure and re-install
Also make sure there are no scummvm options in
/opt/retropie/configs/all/retroarch-core-options.cfg
before re-installing/re-configuring.At this point you should have a freshly built and configured lr-scummvm core. Do not modify
scummvm.ini
. Please also consider that the lr-scummvm core doesn't need to add games to the internal ScummVM launcher, doing so might confuse the loading of games from the core.Make sure your games are in the
scummvm
roms folder using the following structure:roms/scummvm/freddi-win-fr.svm <-- this is a directory not a file FREDDI.HE0 FREDDI.HE1 FREDDI.HE2 FREDDI.HE3 FREDDI.HE4 freddi-win-fr.svm <-- this is a file with the string "freddi" inside
Make sure there is noI confirmed now that having standalone svm files does not affect.*.svm
file with the same name outside the game folder (I think standalone scummvm does this?), EmulationStation might get confused with this layout.At this point, the game should appear as a single entry in the scummvm system in EmulationStation and should launch fine. It can even be scraped (I did and got a nice box art for the game).
Regarding the speed, what devices are you using? on my non-overclocked RPI3B+ all seems to be working fine and smooth. I agree the mouse pointer speed (not the game itself) can be a bit slow in some games, you can adjust this in the RetroArch core options of the core (
Gamepad Cursor Speed
). Also check there that theSpeed Hack
option is enabled (should be done automatically if you cleaned the core options before re-installed.Let me know if this works for you.
If this folder layout is not compatible with the standalone scummvm let me know, we can work out a co-existing system so both the standalone and lr-core versions work with the same game files/folders.I also confirmed now that they can co-exist, but standalone scummvm will create svm files in theroms/scummvm
folder, you still need the ones inside each folder for lr-scummvm with the gameid as content.Thanks again for testing, much appreciated! Your feedback helps making the core integration better!
-
@darknior said in lr-scummvm: request for comments and testing:
I have add the directory of the game with the complete game in /home/pi/RetroPie/roms/scummvm/freddi-win-fr.svm
When i try to launch it it show me the ScummVM menu empty.
I add it like with the old ScummVM official version and i can see it on the INI fileI think I got what you did now :), did you put the folder name as content to the file? If so, that is not how it works. Sorry for the confusion! Check my last post carefully and reproduce the structure mentioned.
And again, do not add the games using the scummvm internal menu, is not needed for this core, just make your games in the described layout.
-
@BiZzAr721 said in lr-scummvm: request for comments and testing:
(...) but my mouse would not work. (neither Trackpad incorporated in logitech KB, or corded USB mouse) Is there an option to allow joypad and KB & Mouse simultaneously? (...)
I tested this now and I can confirm that a connected mouse also works in lr-scummvm with default configuration. I can move the mouse pointer and clicks are registered fine. Make sure your mouse is not mapped weirdly in RetroArch and is correctly detected by RetroArch too.
However, a connected keyboard will be considered a gamepad, mapped accordingly in RetroArch, and the keys sent to the core using this mapping. This means that F5 for example won't open the internal scummvm menu, but pressing ENTER (which most of the times is START) will do. This is by design (Retroarch focusing on gamepad gaming).
It is possible to create a custom mapping only for the scummvm core if desired to use a keyboard with mappings close to a real keyboard, but this is considered a per-user customisation. -
@hhromic said in lr-scummvm: request for comments and testing:
freddi-win-fr.svm <-- this is a file with the string "freddi" inside
Ok sorry i don't understand this, i write this on the file :p
Freddi Fish 1: The Case of the Missing Kelp Seeds (Windows/French)
Now with your trick it works fine ;)
Thanks a lotBeware that this core doesn't use the very latest upstream scummvm, so do not expect the exact same compatibility. It is not (yet) intended as replacement of the standalone scummvm.
What do you mean about this ? Where can we read information ? It's the last stable official 2.0.0 if i read fine.
Will they update it like the official standalone version ? Because there are some avantage to use it :)
And maybe one day more will come with savestate etc ...Regarding the speed, what devices are you using? on my non-overclocked RPI3B+ all seems to be working fine and smooth.
Not for me, i remove rewind, filter, overlay and the sound is always crackling and slow :(
I'm on PI 2 with Retropie 4.3 and overclock.scummvm_gamepad_cursor_speed = "2.0" -> Is perfect for me scummvm_speed_hack = "enable"
EDIT : I have change my old Nespi Case + by my new Megapi Case and now it works fine, near perfect.
As I had guessed it came from the bad power supply of the Nespi CaseNow i will try some other games with filter and overlay, but for my part it will replace the official release for all the games that works fine with it <3
I wish it will become an official Retropie-Setup emulator :D
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.