ScummVM / lr-scummvm Launcher and Interoperability Improvements
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MODERATION EDIT: topic split from https://retropie.org.uk/forum/topic/29349/.
@mitu thanks for the reply and hints. I reviewed the current implementation for the ScummVM (native, not the RA) and it is not broken, but it is not user friendly and makes you work double when you want to try libretro scummvm for some games. Additionally the wiki points the user in a wrong direction.
The user experience
Current implementation (84a17e0) uses the section header from the
[<game_short_name>-<variant>]
of
scummvm.ini
as basename suffixed with.svm
in~/RetroPie/roms/scummvm/
e.g.tentacle-de.svm
. This file has the content of the game description (Day of the Tentacle (Floppy/DOS/German)
in this case). The file and content gets generated after the user has added the game in the ScummVM UI and quits the ScummVM UI. The suggested implementation of @ctrueden flips content and game_short_name-variant. See PR github.com/RetroPie/RetroPie-Setup/pull/3430But eventually this is very unlikely that an user will use either of those names for the folder containing the actual gamedata. In either way (the current or the ctrueden PR), the
scummvm/
folder will contain files and folders where it is not trivial for the enduser to determine which*.svm
relate to which gamefolder, unless he/she knows ScummVM by heart.Instead I vote for a freely choosable gamefolder name (f.i.
DoTT (1993)/
for Day of the Tentacle) and an*.svm
with the same basename as the gamefolder (thusDoTT (1993).svm
) sibling to the game folder.While the game detection of scummvm works fairly well, it still leaves the user with the burden of creating the
*.svm
file manually. But with the file / folder pattern above, the matching*.svm
file creation can be automated. Plus it can be automated to fill in the matching game section into the file (e.g.,tentacle-de
).Imagine this: The user deploys the games in respective folders and put in the required game files in. Then he/she runs Start ScummVM from ES, selects Mass Add... or Add Game, quits ScummVM GUI, restarts ES and has all
*.svm
including content with the matching game section form thescummvm.ini
set up. Additionally, he/she has a file / folder structure which is easy to grasp which file and folder co-relate. No fuzz.Once in a while he/she may add a few games. To avoid having to pick Add Game and restart ES, he/she may decide to put an empty
*.svm
sibling to the folder with the newly deployed game files (e.g.,Myst/
andMyst.svm
). (Re)start ES to have theMyst.svm
file recognized in ES and directly launch it. Behind the scenes the game will be detected, added toscummvm.ini
and the matching game section will be put into theMyst.svm
file. Subsequent launchs will directly pass the game section id (myst-win
) from theMyst.svm
to ScummVM.Even later an user may decide to try libretro scummvm, just installs it, changes the emulator for the game in the runcommand menu to lr-scummvm and is ready to roll. No editing, no manual add game for libretro scummvm, just play. :)
One more thing: The user may also start without using ScummVM first before using lr-scummvm. He/she must just follow the
<name>/
and<name>.svm
structure. When the<name>.svm
is empty libretro will fall back to autodetection (as it does currently because a passed in*.svm
is never recognized), no config section is created in this case in the lr-scummvmscummvm.ini
.The implementation
Summary:
Emu Input to launcher Input to Emu Failsafe native ScummVM Launcher +Start ScummVM.sh
: %BASENAME% (of*.svm
file)game section id (e.g. tentacle-de
)add config on the-fly to scummvm.ini
when*.svm
is emptylibretro ScummVM Launcher romdir-launcher.sh
: %ROM% (=absolute path of*.svm
, same file as above)absolute path to *.scummvm
inside<gamefolder>/
, libretro consumes game section id in that fileauto-detect when game section id in *.scummvm
can not be provided, extension changed to*.autodetect
to avoid reading empty*.scummvm
by libretroTo have this above outlined ease of use and seamless interoperability between scummvm and lr-scummvm the scripts (here and here) had to be extended a little and some fairly simple python logic to be added. The
scummvm_helper.py
looks long but roughly the half is documentation / argparse.The other topics:
- Samba and filenames: As the user is in charge to pick a filename these possible cryptic filenames most likely are not an issue (And yeah,
:
is the culprit, you're right @mitu). So no action here. - libretro.cpp PR: Most unlikely to be applied upstream as lakka and other retro platforms use lr-scummvm out-of-the-box. And with these changes proposed here the filename will have
*.scummvm
as suffix to be properly recognized by libretro. Local patches / out of mainline should only be done when it can not be solved by other means. So I will most likely withdraw that PR.
Some questions still:
- Where is the best location for that script a) in git and then b) deployed at RetroPie (atm it is copied to
~/RetroPie/roms/scummvm
). - The Python script makes some assumptions about the default folders of the
scummvm.ini
files. Is there an elegant way to detect the current values (if an user has changed paths in RA for example)? Or should this be documented as advanced topic in the wiki?
- Samba and filenames: As the user is in charge to pick a filename these possible cryptic filenames most likely are not an issue (And yeah,
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@lolonois said in EmulationStation, ScummVM, and .svm files:
Instead I vote for a freely choosable gamefolder name (f.i. DoTT (1993)/ for Day of the Tentacle) and an *.svm with the same basename as the gamefolder (thus DoTT (1993).svm) sibling to the game folder.
While the game detection of scummvm works fairly well, it still leaves the user with the burden of creating the *.svm file manually. But with the file / folder pattern above, the matching *.svm file creation can be automated. Plus it can be automated to fill in the matching game section into the file (e.g., tentacle-de).This is already supported with the current implementation - the
.svm
file is created from the ScummVM list of detected games. The name of the game folder doesn't matter as long as the detection works. Of course, the name of the.svm
is not intuitive, but if the game name (instead of the short id) is used, as proposed by @ctrueden, then the.svm
will be created with a friendly name.
This leaves the manual adding to be handled or configured/explained.Behind the scenes the game will be detected, added to scummvm.ini and the matching game section will be put into the Myst.svm file. Subsequent launchs will directly pass the game section id (myst-win) from the Myst.svm to ScummVM.
How will the game detection happen ? Is this included in your
python
script you reference ? I don't see it from a cursory glance at it.I haven't tested the
python
script, but couldn't that functionality be implemented as shell script that would look at the detected games and names and writes the.svm
files (as the current+Start ScummVM.sh
attempts) ? -
This is already supported with the current implementation - the .svm file is created from the ScummVM list of detected games. The name of the game folder doesn't matter as long as the detection works. Of course, the name of the .svm is not intuitive, but if the game name (instead of the short id) is used, as proposed by @ctrueden, then the .svm will be created with a friendly name.
I'd wish I had a whiteboard or similar instead of only text, but anyhow. I will try to illustrate with the "Myst" example:
- Current implementation:
.svm
file will bemyst-win.svm
, containing the basename from 2. - User's ctrueden submission:
.svm
will beMyst (Masterpiece Edition/Windows/English).svm
, containing the basename from 1. (which references to the section in thescummvm.ini
).
I felt this naming constraints too limiting, it also creates a logical gap between the svm-filename and the game folder, as the most users won't name the game folder to one of the both basename options above when they deploy their gamefiles and even if they would do it imposes some research in the ScummVM wiki to get the right names.
Furthermore, it forces the user to enter ScummVM GUI everytime he/she deployed additional game(s).
Last but not least: In both above cases these files are written everytime when ScummVM exits. The user may decide to remove additional demos found by the Mass Add... to have a clean presentation in ES, but with the always-recreate-approach they will keep reappearing after each ScummVM exit and ES restart, unless the
scummvm.ini
is cleaned from such demos ("Castle of Dr. Brain" is such an example).These limitations made me come up with my approach: Let the user choose game folder and svm-file where the only rules are: a) They use the same basename from the svm-file and b) the svm-file is sibling to the game folder. With these rules it is possible to add games on-the-fly without having to enter ScummVM GUI.
How will the game detection happen ? Is this included in your python script you reference ? I don't see it from a cursory glance at it.
Not easily to spot as it is encapsulated in the scriptmodule, I must admit. It is here
I haven't tested the python script, but couldn't that functionality be implemented as shell script
Yes, could be if these functions can be done without much ado (the
inifuncs.sh
does not cover all AFAICT):- Create svm-files (e.g. after Mass Add... in ScummVM GUI). Used here
- Copy a
[section]
with all keys fromscummvm.ini
to lr-scummvm inifile (and optional vice versa). Used in lr-scummvm/romdir-launcher, here - Test if a
[section]
exists inscummvm.ini
or lr-scummvm inifile. Used in lr-scummvm currently here - Find matching
[section]
(s) when a game folder is provided. Used here. Note: There may be more than one match if an game / game folder provides for example different languages (e.g., "Little Big Adventure", which detectslba-gb
,lba-de
,lba-fr
)
- Current implementation:
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Most importantly: If the rule a) is not applied it is impossible to use libretro ScummVM without having beforehand the native ScummVM fully configured while sticking to the one svm-file for libretro and native ScummVM at the same time. Why?
libetro.cpp expects an absolute path to a
.scummvm
within the game folder file which has to contain the game identifier pointing to the section in thescummvm.ini
(in this case for libretro, which is not the same as the nativescummvm.ini
file). While the extension is easy to modify for theromdir-launcher.sh
it is impossible to know which game folder to choose as there is noscummvm.ini
section. Also it is not possible to fallback tolibetro.cpp
s autodetect mechanism as the path is not known and the path is crucial for successful autodetect. The only chance to get a game / the games running in libretro is to have the user run Mass Add... again in for lr-scummvm. Not very user friendly IMHO.If a game section is configured/present in
scummvm.ini
for the native ScummVM the logic is still likely to fail when rule a) is not applied:- User launches
.svm
file and has advised to start this game withlr-scummvm
. - romdir-launcher has to consult native ScummVM inifile for game section and pick the value of key
path=
- If found: Absolute path to
.scummvm
can be built and passed into libretro. (Optionally copy section from nativescummvm.ini
to libretro'sscummvm.ini
for customization). - If not found: Game will not start and no chance to advise libretro to the game folder for autodetect. (same case as above).
My suggested approach eliminates the failure at 4.) (in other words: lr-scummvm can be used without ScummVM) and also does not require to re-run Mass Add... for lr-scummvm to get games going.
- User launches
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@Lolonois Forgot to reply here, apologies for the delay.
I understand the intention to give more flexibility and allow the user to create their SVM files, but to me it looks like your only issue is the naming of the
.svm
files by ScummVM. What if we remove the offending chars (:
) from the name ?
One thing I haven't tested is the impact on scraping when using a custom.svm
name (in ES, only ScreenScraper has Scummvm games support).It's fine allowing the user to specify the
.svm
file name, but I think the primary method to add the game to ScummVM should still be the ScummVM gui - I'm not keen on detecting the games during startup, then telling the user to runscummvm
from the commandline if the game is not detected. Your code assumes the.svm
is named after the game folder, correct ?I'm not sure how this will reconcile with the ability to run multiple games from the same folder, though, I think that would require the user to know beforehand the full id/name of the game variant to add it to the
.svm
file. -
@mitu Nvm. There is no SLA (service level agreement) attached to open source. :) But thanks for being polite.
From a Linux only viewpoint I don't care much about the filename of the
*.svm
file. Only/
seems to be problematic when using thedescription=
entry from thescummvm.ini
as filename (which also the OP proposed script uses and it filters/
already out.).What I dislike in the current implementation is that the
*.svm
files are generated everytime, after ScummVM has been run. This might overwrite changes in the*.svm
file the user did (e.g. instead of usinglba-fr
instead oflba-gb
(the default/generated by the script) for "Little Big Adventure")The scraping with a used defined
*.svm
filename should also be successful as long as the majority of the game title is used in the filename, but I have not tested it with the builtin scraper of ES.I agree that the initial "bulk" add should happen from the ScummVM GUI, although it may add some demos/teasers which are not really a game.
The on-the-fly-add would be handy for later occasional adding of a game.
The errormessage I added is the last option, usually something else has been wrong beforehand. If all gamefiles are present autodetect works well.I did not invent the "contract" that the
*.svm
and folder must share the same name. It has been done by other contributors for a good reason: To be able to run games withlr-scummvm
without having to consult the native ScummVMscummvm.ini
file for identifying thepath=
of a game.
In other words: If this contract is not granted a user must install and configure ScummVM before being able to use retroarch ScummVM. In turn, when running lr-scummvm must do an indirection via the nativescummvm.ini
to find the gamefolder (which is an annoyance from a decoupling perspective/voiding the orthogonality of each emulator).
However, a user may decide to also run "bulk" add in lr-scummvm to avoid this step, but then the annoyance is transfered to the user (as he or she has to rerun Add Game also for lr-scummvm while she or he did it already in the native ScummVM). This is also contrary to all other systems sharing the same romfiles and is not needed there when changing the emulator.PS: Maybe it is advisable to move this to "Ideas and Development", regardless if/how it will be implemented, to avoid getting covered by a pile of support questions.
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FTR here [1] are some other observations to consider on the Mass add... via GUI (first paragraph). So it seems advisable to review/clean the list of detected games after such run.
[1] github.com/libretro/scummvm/issues/179#issuecomment-1013292476
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NOTE: I've split the conversation from https://retropie.org.uk/forum/topic/29349/ to a new topic.
What I dislike in the current implementation is that the
*.svm
files are generated everytime, after ScummVM has been run. This might overwrite changes in the*.svm
file the user did (e.g. instead of usinglba-fr
instead oflba-gb
(the default/generated by the script) for "Little Big Adventure")Yes, I agree w.r.t. auto-generation running each time. Maybe checking for added games in
scummvm.ini
(file timestamp?) and cross-checking with existing.svm
file so any additions will not overwrite user edits (checking for game id maybe).The scraping with a used defined
*.svm
filename should also be successful as long as the majority of the game title is used in the filename, but I have not tested it with the builtin scraper of ES.I've briefly tested with a few manually created
.svm
files and it worked with ScreenScraper. TGDB (the other scraping source) doesn't have a ScummVM platform, so it doesn't apply to it.I agree that the initial "bulk" add should happen from the ScummVM GUI, although it may add some demos/teasers which are not really a game.
The on-the-fly-add would be handy for later occasional adding of a game.
The errormessage I added is the last option, usually something else has been wrong beforehand. If all gamefiles are present autodetect works well.I did not invent the "contract" that the
*.svm
and folder must share the same name. It has been done by other contributors for a good reason: To be able to run games withlr-scummvm
without having to consult the native ScummVMscummvm.ini
file for identifying thepath=
of a game.
[..]I haven't looked in deep at how
lr-scummvm
works, but the docs on the libretro site describe roughly the same steps as the standalone - start the core, then scan for games [1]. I can only guess that this modifies the core'sscummvm.ini
.Alternatively, I see it uses the a
.scummvm
file, which is created in the game's folder. My idea was to generate this file similar to how.svm
files are generated, just to appease both emulators. I guess the launcher can check bothscummvm.ini
files and - if something new is added - try to generate a.svm
/.scummvm
file depending on which emulator is installed. They can be basically identical: GameName as the filename and gameid as content.[1] https://docs.libretro.com/library/scummvm/#adding-a-game-to-the-scummvm-launcher.
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Re: auto-generation run every time
Using time on a system with an undisciplined clock by default was too shaky for me. I check if hashes over all sections before and after the launch of ScummVM differ (see my branch in
+Start ScummVM.sh
).Re: Scraping
Thanks for testing. Good to know.
Re: lr-scummvm
What I have noticed that lr-scummvm only keeps
scummvm.ini
entries if they are done via the UI. Manual adds or edits are silently removed. The UI puts the games with dashes into its ini, e.g.[dw2-gb]
for Discworld II.
This effect makes my python helper script not usable for the lr-scummvm ini file. :(
I only changed the launcher (romdir-launcher.sh
) to create a symlink with extension.scummvm
of the.svm
in the parent folder. If the.svm
does not contain any game id a dummy (.autodetect
) file is given to lr-scummvm to trigger autodetection.
(On a side note: I was not able to persist any game specific changes in the libretro scummvm.ini, e.g., setting different volumes for music, sfx and speech - guess I will have to table that to the RA guys...)However, I had a look at the RA documentation [1, from above] and changed the
+Start ScummVM.sh
accordingly, which moved the implementation after running Mass Add... / Add Game in a more concise direction:Re: Adding games via UI and creation/update of
*.svm
filesFirst, I could remove all lr-scummvm ini logic from the
scummvm_helper.py
script.
Second, as retroarch follows the "no dashes" policy for game identifiers I changed the logic in thescummvm_helper.py
to act the same way. This means any .svm file should only contain the game id (as in the compability chart of https://www.scummvm.org/compatibility/) and as it is currently documented in the RetroPie Wiki.The Add Game prompts the user which game to add when variants of one game are found (variants will end up having dashes in their identifier). Retroarch documents that one should remove the dashes and retain only the game short name, but as documentation is rarly consulted IMHO my Python script does the same.
When running Mass Add... this is even more handy, as there is no interaction with the user. Eventually, after applying the Python script, thescummvm.ini
has exactly one section for every game which has no dashes and thus can be seamlessly used also for lr-scummvm. But more importantly: When a game id from the.svm
is not exactly matched no game specific settings are saved (e.g., volume settings). Additionally it is an annoyance for the user to make the match exact between game id andscummvm.ini
section by editing either file and even error prone. IMHO identifying the game id including variant is nearly impossible if the user just deploys the gamefiles in a folder. And -as I wrote earlier- getting the folder name right during game file deployment to match thedescription=
value of the scummvm.ini is also impossible (Chicken and egg problem).
TL;DR: No game id with dashes either in.svm
file or inscummvm.ini
`s[section]
. -
Thanks @lolonois @mitu and everyone for discussing this issue further!
I wrote a comment on my PR which for convenience I will reproduce here:
Reading over the forum topic, this is a bigger can of worms than I realized. I don't think I'm going to have enough time any time soon to think more carefully about this problem—especially the dichotomy between the two ScummVM flavors.
Off the top of my head, my instinct for solving that issue would be first figure out how to discern which of the two flavors of ScummVM is in use within that installation, and then have the behavior of the shell script contingent on that information. Of course, one must still make decisions about how aggressively to generate .svm files. Best is probably to add some flags to the top of the shell script letting people control this, and then in the documentation on the website explain how to configure these things, so that everyone can decide for themselves how they want it to work. Finally, for default behavior, I think it should come as close as possible to "just working" out of the box as possible, which to me means trying to stay in sync with the ScummVM UI, i.e. autogenerating .svm files always to match what the UI has configured. To accommodate manually created or tuned .svm files, there could be a comment in the file indicating it was autogenerated, which users can remove if they want that .svm to become "sticky" i.e. not get deleted by the auto-syncing logic.
I'll leave this PR open as is, in case anyone else has time to work further on this.
Thanks again to all for everything you do to make RetroPie awesome. ☺️
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@ctrueden Glad you followed-up on the "can of worms" sorting. IMO there is nothing wrong to pause a suggested change. However, you are right the ScummVM launcher is an odd landmark and contradicts with the documentation atm.
Luckily we dug up most (if not all) the details. Surprsingly, it turned out there is more to consider as I assumed as I went down the rabbithole. Anyway, the information is in thread and can be picked up at some time. I made my suggestions in a branch [1], all what's needed is some consent with/between the maintainers on which logic to integrate it into the mainline.
Maybe @hhromic and @pjft want to add here, as they were discussing the lr-scummvm [2] module initailly.
[1] https://github.com/Gemba/RetroPie-Setup/tree/fb_scummvm_lrscummvm_scriptmodules (see scriptmodules
scummvm.sh
andlr-scummvm.sh
)
[2] https://retropie.org.uk/forum/topic/19693/lr-scummvm-request-for-comments-and-testing -
Did some updates as it turned out that a more recent ScummVM core (2.5+) in
lr-scummvm
does use thescummvm.ini
.- My
scummvm_helper.py
does apply also again for thelr-scummvm
, and: - When a Add Game or Mass Add... is done in
lr-scummvm
UI it follows the same logic as the native ScummVM:- Make unique game id entries in
scummvm.ini
by chopping of any variant suffix. - It creates
*.svm
files, if missing. The*.scummvm
extension should only be used by therom-launcher.sh
internally as it might produce doubles in the gamelist if these would be enabled ines_systems.cfg
.
- Make unique game id entries in
Update Jan 2024
Tested ok with RetroPie 4.8.6 (ad3ca8c
) and ScummVM 2.8 / lr-scummvm 2.8For those who want to testdrive, ssh to your Pi, then:
git clone --depth 1 --branch fb_scummvm_lrscummvm_scriptmodules https://github.com/Gemba/RetroPie-Setup/ rp_setup_scummvm cd rp_setup_scummvm sudo ./retropie_packages.sh scummvm install_bin sudo ./retropie_packages.sh scummvm configure sudo ./retropie_packages.sh lr-scummvm install_bin sudo ./retropie_packages.sh lr-scummvm configure
To return to the original scriptmodules do run the
retropie_package.sh
commands in/home/pi/RetroPie-Setup
folder. No need to run those withinstall_bin
again. - My
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Thanks for the trying to improve the function of scummvm. I test it but it doesn't work very well for me or i did something wrong.
I have the game in the scummvm folder with name :
Broken Sword - The Shadow of the Templars
. Inside i put the empty fileBroken Sword - The Shadow of the Templars.svm
. When i choose to launch the game an error from scummvm appear Error running game:Game data didn't found, here is runcommand.log:Parameters: Executing: bash /home/pi/RetroPie/roms/scummvm/+Start\ ScummVM.sh "Broken Sword - The Shadow of the Templars" /home/pi/RetroPie/roms/scummvm/+Start ScummVM.sh: line 55: /home/pi/RetroPie/roms/scummvm/scummvm_helper.py: Permission denied Using game controller: Logitech F710 Gamepad (XInput) Virtual keyboard pack 'vkeybd_default' loaded successfully WARNING: No path was provided. Assuming the data files are in the current directory! WARNING: Broken Sword: The Shadow of the Templars failed to instantiate engine: Game data not found (target 'sword1', path '/home/pi/RetroPie/roms/scummvm')! User picked target 'sword1' (engine ID 'sword1', game ID 'sword1')... Looking for a plugin supporting this target... Broken Sword: The Shadow of the Templars Using game controller: Logitech F710 Gamepad (XInput) WARNING: initWithU32String: Fribidi not available, will use input strings as fallback.!
Thanks
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@windg said in ScummVM / lr-scummvm Launcher and Interoperability Improvements:
/home/pi/RetroPie/roms/scummvm/+Start ScummVM.sh: line 55: /home/pi/RetroPie/roms/scummvm/scummvm_helper.py: Permission denied
This one is on me, I will fix it in the branch. In the meantime you can do:
sudo chmod a+x /home/pi/RetroPie/roms/scummvm/scummvm_helper.py
The other one is that the
.svm
should be alongside/sibling to the folder thus:Broken Sword - The Shadow of the Templars/ Broken Sword - The Shadow of the Templars.svm
and not:
Broken Sword - The Shadow of the Templars/Broken Sword - The Shadow of the Templars.svm
Thanks for having it tested on your setup in either case.
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@Lolonois said in ScummVM / lr-scummvm Launcher and Interoperability Improvements:
sudo chmod a+x /home/pi/RetroPie/roms/scummvm/scummvm_helper.py
You don't need
sudo
for that, but the reason it might not work is an USB mountpoint for roms, which gets mounted by default withnoexec
. It's safer to usepython3 /path/to/script.py
to work around this. -
Permissions issue fixed and i put
.svm
file into the scummvm folder but the scummvm shows the same error: about no game data found. Game is working if i choose to start it from the gui.I looked in the scummvm Gui and the game is successfully added and svm file have the correct short name.
I saw mitu comment and i have to say that i am running roms from a usb stick.
Update: I reinstall again the cores, i move the games in the sd-card and they are running, Hurray!!
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@Lolonois said in ScummVM / lr-scummvm Launcher and Interoperability Improvements:
The Windows/USB mount use case constantly escapes me, @mitu .
That's easy to fix - buy an USB stick and store your ROMs on it.
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@Lolonois I tested it but it's failing with the same error. Also the permission issue is still here.
Parameters: Executing: bash /home/pi/RetroPie/roms/scummvm/+Start\ ScummVM.sh "Return to Zork (CD DOS)" /home/pi/RetroPie/roms/scummvm/+Start ScummVM.sh: line 52: python3 "/home/pi/RetroPie/roms/scummvm/scummvm_helper.py": No such file or directory Using game controller: Logitech F710 Gamepad (XInput) Virtual keyboard pack 'vkeybd_default' loaded successfully WARNING: No path was provided. Assuming the data files are in the current directory! WARNING: MADE failed to instantiate engine: Game data not found (target 'rtz', path '/home/pi/RetroPie/roms/scummvm')! User picked target 'rtz' (engine ID 'made', game ID 'rtz')... Looking for a plugin supporting this target... MADE Using game controller: Logitech F710 Gamepad (XInput) WARNING: initWithU32String: Fribidi not available, will use input strings as fallback.!
Something I noticed, the helper.py file is on the usb stick, into the rom folder, alongside with the +scummvm sh that is normally here.
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@windg The location of the helper script is intended, as it can also be used without the launcher. That has not changed with my update.
Just to cross this out: Did you run
git pull
in the folder with my branch before running configure again?
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